From 6528b2b5cf04349b74e75e3cd6bac2341690e618 Mon Sep 17 00:00:00 2001 From: petrie911 <69443847+petrie911@users.noreply.github.com> Date: Sun, 28 Jan 2024 15:27:23 -0600 Subject: [PATCH] Rand and degree macros (#110) * half * pm * dtor * pi and such * permuter settings * angles * float fix * macro * formatting * small thing --- include/PR/gbi.h | 2 +- include/PR/mbi.h | 2 +- include/functions.h | 124 +++++++-------- include/libc/math.h | 6 +- include/macros.h | 8 + include/variables.h | 48 +++--- src/main/fox_360.c | 79 +++++----- src/main/fox_97F80.c | 2 +- src/main/fox_beam.c | 28 ++-- src/main/fox_bg.c | 10 +- src/main/fox_demo.c | 93 ++++++----- src/main/fox_display.c | 24 +-- src/main/fox_edisplay.c | 28 ++-- src/main/fox_effect.c | 212 ++++++++++++------------- src/main/fox_enmy.c | 81 +++++----- src/main/fox_enmy2.c | 157 +++++++++--------- src/main/fox_hud.c | 119 +++++++------- src/main/fox_play.c | 157 +++++++++--------- src/main/fox_std_lib.c | 38 ++--- src/main/fox_tank.c | 49 +++--- src/main/fox_versus.c | 26 +-- src/overlays/ovl_i1/fox_co.c | 145 +++++++++-------- src/overlays/ovl_i1/fox_tr360.c | 18 +-- src/overlays/ovl_i1/sf_ve1.c | 22 +-- src/overlays/ovl_i2/fox_me.c | 80 +++++----- src/overlays/ovl_i2/fox_sx.c | 30 ++-- src/overlays/ovl_i3/fox_a6.c | 74 +++++---- src/overlays/ovl_i3/fox_so.c | 138 ++++++++-------- src/overlays/ovl_i3/fox_zo.c | 155 +++++++++--------- src/overlays/ovl_i3/sf_aq.c | 8 +- src/overlays/ovl_i4/fox_fo.c | 18 +-- src/overlays/ovl_i4/fox_sz.c | 42 ++--- src/overlays/ovl_i5/fox_ti_cs.c | 40 ++--- src/overlays/ovl_i6/fox_andross.c | 245 ++++++++++++++--------------- src/overlays/ovl_i6/fox_sy.c | 173 ++++++++++---------- src/overlays/ovl_i6/fox_ve2.c | 4 +- src/overlays/ovl_menu/fox_map.c | 48 +++--- src/overlays/ovl_menu/fox_option.c | 6 +- src/overlays/ovl_menu/fox_title.c | 74 +++++---- tools/m2c | 2 +- tools/permuter_settings.toml | 6 + 41 files changed, 1287 insertions(+), 1334 deletions(-) diff --git a/include/PR/gbi.h b/include/PR/gbi.h index caf8a2a3..f9ef3364 100644 --- a/include/PR/gbi.h +++ b/include/PR/gbi.h @@ -1903,7 +1903,7 @@ typedef union { ((flag) == 1) ? __gsSP1Triangle_w1(v1, v2, v0): \ __gsSP1Triangle_w1(v2, v0, v1)) # define __gsSPLine3D_w1(v0, v1, wd) \ - (_SHIFTL((v0)*2,16,8)|_SHIFT((v1)*2,8,8)|_SHIFT((wd),0,8)) + (_SHIFTL((v0)*2,16,8)|_SHIFTL((v1)*2,8,8)|_SHIFTL((wd),0,8)) # define __gsSPLine3D_w1f(v0, v1, wd, flag) \ (((flag) == 0) ? __gsSPLine3D_w1(v0, v1, wd): \ __gsSPLine3D_w1(v1, v0, wd)) diff --git a/include/PR/mbi.h b/include/PR/mbi.h index 9956ef20..510c9521 100644 --- a/include/PR/mbi.h +++ b/include/PR/mbi.h @@ -49,7 +49,7 @@ #define _SHIFTR(v, s, w) \ ((unsigned int)(((unsigned int)(v) >> (s)) & ((0x01 << (w)) - 1))) -#define _SHIFT _SHIFTL /* old, for compatibility only */ +// #define _SHIFT _SHIFTL /* old, for compatibility only */ #define G_ON (1) #define G_OFF (0) diff --git a/include/functions.h b/include/functions.h index e2ad387e..881bf20e 100644 --- a/include/functions.h +++ b/include/functions.h @@ -37,14 +37,14 @@ u8* func_8001C3EC(void); void func_8001C8B8(u8); void func_8001CA24(u8); void func_8001CB80(u8, u8); -void func_8001CCDC(u8, f32 *); -void func_8001CE28(u8, f32 *); +void func_8001CCDC(u8, f32*); +void func_8001CE28(u8, f32*); void func_8001D034(f32*, s32, u8); void func_8001D10C(f32*, u32); void func_8001D15C(u8); void func_8001D1C8(u8, u32); -void func_8001D2FC(f32 *, u16); -void func_8001D3A0(f32 *, u16); +void func_8001D2FC(f32*, u16); +void func_8001D3A0(f32*, u16); void func_8001D400(s8); void func_8001D410(s32); void func_8001D444(u8, u16, u8, u8); @@ -108,9 +108,9 @@ void func_8002E694(Actor*); void func_8002E6B8(Actor*); void func_8002E6DC(Actor*); bool func_8002E4F8(u16*, RadioCharacterId); -void func_8002E700(Player *); +void func_8002E700(Player*); void func_8002EE34(void); -void func_8002EE64(Actor * actor); +void func_8002EE64(Actor* actor); void func_8002F180(void); void func_8002F5F4(u16* msg, RadioCharacterId character); void func_8002F69C(Actor*); @@ -122,7 +122,7 @@ void func_80035448(Actor* actor); void func_80038140(PlayerShot* shot); void func_80036318(PlayerShot* shot); void func_80035DEC(f32 xPos, f32 yPos, f32 zPos); -void PlayerShot_Initialize(PlayerShot *); +void PlayerShot_Initialize(PlayerShot*); void func_800365E4(f32, f32, f32, f32, f32, f32, f32, f32, f32, s32, s32); void func_8003D9B8(void); void func_8003DA0C(void); @@ -149,31 +149,31 @@ void func_800430DC(f32, f32, f32, f32, f32, f32, f32, f32, f32, f32, s32, s32); void func_8004319C(Player* player, f32 arg1, f32 arg2, f32 arg3); // fox_tank -void func_80043468(Player* player); -void func_800444BC(Player * player); +void func_80043468(Player* player); +void func_800444BC(Player* player); void func_80044868(Player*); void func_80045130(Player*); void func_80045678(Player*); void func_80045E7C(Player*); -void func_80047504(Player * player); +void func_80047504(Player* player); void func_80046358(Player*); // fox_demo void func_80048AC0(s32 teamId); -void func_80049C0C(Player *); -void func_8004A52C(Player *); +void func_80049C0C(Player*); +void func_8004A52C(Player*); void func_8004AA84(void); -void func_8004AAF4(Player *); -void func_8004C930(Player *); -void func_8004CCC0(Player *); +void func_8004AAF4(Player*); +void func_8004C930(Player*); +void func_8004CCC0(Player*); void func_8004D440(Player* player); -void func_8004E3D8(Player *); +void func_8004E3D8(Player*); void func_8004F8AC(Actor*); void func_8004FEC0(Actor*); void func_800515C4(void); // fox_display -void func_80053658(WingInfo *); +void func_80053658(WingInfo*); void func_8005465C(s32); void func_80057814(Player*); void func_80057D00(void); @@ -249,7 +249,7 @@ s32 func_800631A8(Vec3f*, f32*, Vec3f*); s32 func_8006326C(Vec3f* , Vec3f* , ObjectId , Object* ); s32 func_8006351C(s32 , Vec3f* , Vec3f* , s32 ); void func_800652CC(Object_80*); -void func_800654E4(Object *); +void func_800654E4(Object*); void func_800656D4(Actor*); void func_800660F0(Actor*); void func_80066254(Actor*); @@ -261,8 +261,8 @@ void func_80066C00(Object_80*); void func_80066D5C(Object_80*); void func_80066E8C(Object_4C*); void func_80066EA8(Object_80*); -void func_80066EF0(Item *); -void func_800671D0(Item *); +void func_80066EF0(Item*); +void func_800671D0(Item*); void func_800674B4(f32, f32, f32, f32, f32, f32, f32, f32); void func_8006753C(Actor*); void func_80067874(Actor*); @@ -280,18 +280,18 @@ void func_80068C48(Item*); void func_80068C88(Item*); void func_80068FE0(Object_4C*); void func_800690D0(s32, ObjectId); -void func_80069924(Effect *); -void func_800693E8(Actor *); -void func_80069658(Boss *); -void func_800696F8(Object_80 *); -void func_80069858(Object_4C *); -void func_80069A10(Item *); +void func_80069924(Effect*); +void func_800693E8(Actor*); +void func_80069658(Boss*); +void func_800696F8(Object_80*); +void func_80069858(Object_4C*); +void func_80069A10(Item*); void Actor_Update(Actor*); -void Boss_Update(Boss *); -void Object_80_Update(Object_80 *); -void Object_4C_Update(Object_4C *); -void Item_Update(Item *); -void Effect_Update(Effect *); +void Boss_Update(Boss*); +void Object_80_Update(Object_80*); +void Object_4C_Update(Object_4C*); +void Item_Update(Item*); +void Effect_Update(Effect*); void func_8006A06C(UnkEntity30*); void func_8006A38C(void); void Object_UpdateAll(void); @@ -303,8 +303,8 @@ void func_8006AA98(Object_80*); void func_8006AC08(Actor*); void func_8006AD18(Actor*); void func_8006B094(Actor*); -void func_8006B0A0(Actor *); -void func_8006B74C(Actor *); +void func_8006B0A0(Actor*); +void func_8006B74C(Actor*); void func_8006B95C(Object_80*); void func_8006BB78(Actor*); void func_8006C008(Actor*); @@ -318,8 +318,8 @@ void func_8006F254(Actor*); void func_80072594(Actor*); s32 func_80074F90(Object_80*); void func_80074FF0(Actor*); -void func_800763A4(Actor *); -void func_8007717C(Actor *); +void func_800763A4(Actor*); +void func_8007717C(Actor*); void func_800771CC(Actor*); void func_80077218(Actor*); @@ -346,7 +346,7 @@ void func_8007879C(Effect* ); void func_800788B0(Effect* ); void func_80078A64(Effect* ); void func_80078AEC(Effect* ); -void func_80078B8C(Effect *); +void func_80078B8C(Effect*); void func_80078BE0(Effect* ); void func_80078C84(Effect* ); void func_80078CE8(Effect* ); @@ -357,7 +357,7 @@ void func_800794CC(f32 xPos, f32 yPos, f32 zPos, f32 scale2); void func_8007953C(f32 xPos, f32 yPos, f32 zPos, f32 scale2); void func_800795AC(f32 xPos, f32 yPos, f32 zPos, f32 scale2); void func_80079618(f32 xPos, f32 yPos, f32 zPos, f32 scale2); -void func_8007968C(Effect *); +void func_8007968C(Effect*); s32 func_800798C4(s32 , Gfx** , Vec3f* , Vec3f* , void* ); //OverrideLimbDraw void func_800798F0(Effect* ); void func_8007A28C(Effect* ); @@ -481,7 +481,7 @@ void func_8008AD94(void); void func_8008B5B0(f32 x, f32 y); s32 func_8008B774(void); void func_8008BD00(u8*, s32, s32, u8); -void func_8008C104(u16 *, u16 *); +void func_8008C104(u16*, u16*); void func_8008C390(f32, f32, f32, s32); void func_8008C5C8(f32, f32, f32, s32); void func_8008C6F4(s32, s32); @@ -501,7 +501,7 @@ void func_800907C4(Boss*); s32 func_800915FC(Actor*); s32 func_800924E0(Actor*); s32 func_800927A0(Actor*); -void func_80092D48(Actor *); +void func_80092D48(Actor*); void func_80092EC0(Actor* actor); void func_80093164(Actor*); void func_800935E8(Player*); @@ -514,22 +514,22 @@ void func_80094BBC(Effect*); void func_80094D20(f32, f32); // fox_97F80 -void func_80098860(Plane *plane, Vec3f *point, Vec3f *normal); -s32 func_800988B4(Vec3f *vec, Plane *plane); +void func_80098860(Plane* plane, Vec3f* point, Vec3f* normal); +s32 func_800988B4(Vec3f* vec, Plane* plane); s32 func_800998FC(Vec3f*, Vec3f*, Vec3f*, s32, Vec3f*, f32*); // fox_game void Game_Initialize(void); void Game_SetGameState(void); bool func_800A1B6C(void); -void func_800A1C14(Gfx **); -void func_800A1E68(Gfx **); +void func_800A1C14(Gfx**); +void func_800A1E68(Gfx**); void func_800A1F44(void); -void func_800A1FB0(Gfx **, u8 , u8); +void func_800A1FB0(Gfx**, u8 , u8); void func_800A24DC(s32); void func_800A26C0(void); void func_800A25DC(void); -Actor *func_800A3608(s32); +Actor* func_800A3608(s32); // fox_A4290 bool func_800A3690(Vec3f*, Vec3f*, s32, Vec3f*); @@ -553,30 +553,30 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage); bool func_800A73E4(f32* , s32* , f32 xPos, f32 yPos, f32 zPos); s32 func_800A78C4(Hitbox* hitbox, f32 , f32 , f32 , f32 , f32 , f32 ); void func_800A8BA4(Player* player); -void func_800AA800(Player *player); -void func_800ACDC0(Player *, PlayerShot *, PlayerShotId ); -void func_800B0F50(Player *); -void func_800B44C4(Player *); +void func_800AA800(Player* player); +void func_800ACDC0(Player*, PlayerShot*, PlayerShotId ); +void func_800B0F50(Player*); +void func_800B44C4(Player*); void func_800AB334(void); void func_800ABA08(void); void func_800AE278(Player*); void func_800B2130(Player*); void func_800B2574(Player*); -void func_800B5FBC(Player *, s32 , s32 ); -void func_800B63BC(Player *, s32); -void func_800B6848(Player *, s32 ); -void func_800B6BFC(Player *, s32 ); +void func_800B5FBC(Player*, s32 , s32 ); +void func_800B63BC(Player*, s32); +void func_800B6848(Player*, s32 ); +void func_800B6BFC(Player*, s32 ); void func_800B6F50(f32, f32, f32, f32, f32, f32); -void func_800B7184(Player *, s32); -void func_800B73E0(Player *); -void func_800B852C(ObjectId , Item *); +void func_800B7184(Player*, s32); +void func_800B73E0(Player*); +void func_800B852C(ObjectId , Item*); void func_800B86CC(void); void func_800A668C(f32 xPos, f32 yPos, f32 zPos); -void func_800AD7F0(Player *player); -void func_800ADF58(Player *player); -void func_800B415C(Player *player); -void func_800B41E0(Player *player); -void func_800B41EC(Player *player); +void func_800AD7F0(Player* player); +void func_800ADF58(Player* player); +void func_800B415C(Player* player); +void func_800B41E0(Player* player); +void func_800B41EC(Player* player); void func_800A46A0(Player* player); void func_800A86E4(Player* player); void func_800A887C(Player* player); @@ -594,7 +594,7 @@ void func_800BB5D0(void); // fox_reset void Graphics_NMIWipe(void); -// sf_versus +// fox_versus s32 func_800C1E9C(void); void func_800C1ED4(void); void func_800C20B0(void); diff --git a/include/libc/math.h b/include/libc/math.h index 892e4086..129d9684 100644 --- a/include/libc/math.h +++ b/include/libc/math.h @@ -6,6 +6,7 @@ #define M_PI 3.14159265358979323846f #define M_DTOR (M_PI / 180.0f) #define M_RTOD (180.0f / M_PI) +#define M_DTOD 1.0f #define M_SQRT2 1.41421356237309504880f #define M_SQRT1_2 0.70710678118654752440f /* 1/sqrt(2) */ #define FLT_MAX 340282346638528859811704183484516925440.0f @@ -13,7 +14,10 @@ #define SHT_MINV (1.0f / SHT_MAX) #define RAD_TO_DEG(radians) (((radians) * 180.0f) / M_PI) -#define DEG_TO_RAD(degrees) (((degrees) * M_PI) / 180.0f) +#define DEG_TO_RAD(degrees) (((degrees) / 180.0f) * M_PI) + +#define SIN_DEG(angle) __sinf((M_DTOR)*(angle)) +#define COS_DEG(angle) __cosf((M_DTOR)*(angle)) typedef union { struct { diff --git a/include/macros.h b/include/macros.h index 964d3114..edea8627 100644 --- a/include/macros.h +++ b/include/macros.h @@ -4,6 +4,14 @@ #define SCREEN_WIDTH 320 #define SCREEN_HEIGHT 240 +#define RAND_FLOAT(max) (Rand_ZeroOne()*(max)) +#define RAND_INT(max) ((s32)(Rand_ZeroOne()*(max))) +#define RAND_FLOAT_CENTERED(width) ((Rand_ZeroOne()-0.5f)*(width)) + +#define RAND_FLOAT_SEEDED(max) (Rand_ZeroOneSeeded()*(max)) +#define RAND_INT_SEEDED(max) ((s32)(Rand_ZeroOneSeeded()*(max))) +#define RAND_FLOAT_CENTERED_SEEDED(width) ((Rand_ZeroOneSeeded()-0.5f)*(width)) + #define SEGMENTED_TO_VIRTUAL(segment) ((void*)OS_PHYSICAL_TO_K0(gSegments[((uintptr_t)(segment)<<4)>>0x1C]+(((uintptr_t)(segment))&0xFFFFFF))) #define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0])) diff --git a/include/variables.h b/include/variables.h index 6ac472a3..c10248d9 100644 --- a/include/variables.h +++ b/include/variables.h @@ -60,32 +60,32 @@ extern OSMesgQueue gPiMgrCmdQueue; // 800E2010 extern OSMesg sPiMgrCmdBuff[50]; // 800E2028 extern OSMesgQueue gDmaMsgQueue; -extern void *sDmaMsgBuff[1]; +extern void* sDmaMsgBuff[1]; extern OSIoMesg gDmaIOMsg; extern OSMesgQueue gSerialEventQueue; -extern void *sSerialEventBuff[1]; +extern void* sSerialEventBuff[1]; extern OSMesgQueue gMainThreadMsgQueue; -extern void *sMainThreadMsgBuff[32]; +extern void* sMainThreadMsgBuff[32]; extern OSMesgQueue gTaskMsgQueue; -extern void *sTaskMsgBuff[16]; +extern void* sTaskMsgBuff[16]; extern OSMesgQueue gAudioVImsgQueue; -extern void *sAudioVImsgBuff[1]; +extern void* sAudioVImsgBuff[1]; extern OSMesgQueue gAudioTaskMsgQueue; -extern void *sAudioTaskMsgBuff[1]; +extern void* sAudioTaskMsgBuff[1]; extern OSMesgQueue gGfxVImsgQueue; -extern void *sGfxVImsgBuff[4]; +extern void* sGfxVImsgBuff[4]; extern OSMesgQueue gGfxTaskMsgQueue; -extern void *sGfxTaskMsgBuff[2]; +extern void* sGfxTaskMsgBuff[2]; extern OSMesgQueue gSerialThreadMsgQueue; -extern void *sSerialThreadMsgBuff[8]; +extern void* sSerialThreadMsgBuff[8]; extern OSMesgQueue gControllerMsgQueue; -extern void *sControllerMsgBuff[1]; +extern void* sControllerMsgBuff[1]; extern OSMesgQueue gSaveMsgQueue; -extern void *sSaveMsgBuff[1]; +extern void* sSaveMsgBuff[1]; extern OSMesgQueue gTimerTaskMsgQueue; -extern void *sTimerTaskMsgBuff[16]; +extern void* sTimerTaskMsgBuff[16]; extern OSMesgQueue gTimerWaitMsgQueue; -extern void *sTimerWaitMsgBuff[1]; +extern void* sTimerWaitMsgBuff[1]; extern GfxPool gGfxPools[2]; // 800E23B0 @@ -97,7 +97,7 @@ extern Gfx* gUnkDisp1; extern Gfx* gMasterDisp; extern Gfx* gUnkDisp2; extern Lightsn* gLight; -extern FrameBuffer *gFrameBuffer; +extern FrameBuffer* gFrameBuffer; extern u16* gTextureRender; extern u8 D_80137E78; @@ -431,11 +431,11 @@ extern f32 D_80177958[4]; extern f32 D_80177968; extern s32 D_8017796C; extern f32 D_80177970; -extern OSContPad *gInputHold; +extern OSContPad* gInputHold; extern f32 D_80177978; extern OSContPad* gInputPress; extern f32 D_80177980; -extern u8 *D_80177984; +extern u8* D_80177984; extern f32 D_80177988; // extern s32 D_80177990[4]; @@ -580,24 +580,24 @@ extern u32* D_80178298; extern s32 gRadioState; // extern s32 D_801782A4; -extern Object_58 *gObjects58; +extern Object_58* gObjects58; extern s32 D_Timer_801782AC; // extern s32 D_Timer_801782B4; extern s32 D_801782B8; extern s32 D_801782BC; extern s32 D_801782C0; -extern PosRot *D_801782C4; +extern PosRot* D_801782C4; extern s32 D_801782C8; -extern f32 *D_801782CC; +extern f32* D_801782CC; extern s32 D_801782D0; extern f32* D_801782D4; extern s32 D_801782D8; -extern f32 *D_801782DC; +extern f32* D_801782DC; // -extern f32 *D_801782E4; +extern f32* D_801782E4; extern s32 D_801782E8; -extern f32 *D_801782EC; +extern f32* D_801782EC; // 0x8 extern s32 D_801782F8; extern s32 D_801782FC; @@ -721,7 +721,7 @@ extern s32 D_80178578; // fox_rcp? extern u8 D_80178580[]; -extern void *D_80178710; +extern void* D_80178710; //fox_radio @@ -738,7 +738,7 @@ extern s32 D_80178744; extern s32 D_80178748; extern s32 D_8017874C; -// sf_versus +// fox_versus extern s32 D_80178750; extern s32 D_80178754; extern s32 D_80178758; diff --git a/src/main/fox_360.c b/src/main/fox_360.c index af017c9b..a691636e 100644 --- a/src/main/fox_360.c +++ b/src/main/fox_360.c @@ -333,7 +333,7 @@ void func_8002EE64(Actor* actor) { actor->fwork[25] = spA8.y; actor->fwork[26] = spA0[0]; actor->fwork[28] = spA0[1]; - actor->fwork[27] = (temp4 / 180.0f) * M_PI; + actor->fwork[27] = DEG_TO_RAD(temp4); } } else { colId = COL2_0; @@ -344,7 +344,7 @@ void func_8002EE64(Actor* actor) { actor->fwork[25] = spB4.y; actor->fwork[26] = spB4.x; actor->fwork[28] = spB4.z; - actor->fwork[27] = (temp4 / 180.0f) * M_PI; + actor->fwork[27] = DEG_TO_RAD(temp4); } } } @@ -702,8 +702,8 @@ s32 func_800301F4(Actor* actor) { if (gLevelMode == LEVELMODE_ON_RAILS) { return 0; } - sp1C = __sinf(actor->obj.rot.y * M_DTOR); - sp18 = __cosf(actor->obj.rot.y * M_DTOR); + sp1C = SIN_DEG(actor->obj.rot.y); + sp18 = COS_DEG(actor->obj.rot.y); temp_ft4 = actor->fwork[9] * 10.0f + (sp1C * 650.0f); temp_ft5 = actor->fwork[9] * 10.0f + (sp18 * 650.0f); for (i = 0; i < 200; i++) { @@ -751,8 +751,8 @@ s32 func_8003049C(Actor* actor) { if ((gLevelType == LEVELTYPE_SPACE) && (gCurrentLevel != LEVEL_BOLSE)) { return func_800301F4(actor); } - sp40 = __sinf(actor->obj.rot.y * M_DTOR); - sp3C = __cosf(actor->obj.rot.y * M_DTOR); + sp40 = SIN_DEG(actor->obj.rot.y); + sp3C = COS_DEG(actor->obj.rot.y); temp_fa0 = actor->fwork[9] * 10.0f + (sp40 * 650.0f); temp_ft4 = actor->fwork[9] * 10.0f + (sp3C * 650.0f); if (gLevelMode == LEVELMODE_ALL_RANGE) { @@ -870,8 +870,8 @@ void func_8003088C(Actor* actor) { Audio_PlaySfx(0x2903700B, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); actor->timer_0C2 = 10; actor->timer_0BE = 0; - actor->timer_04C = (Rand_ZeroOne() * 2.9f); - switch ((s32) (Rand_ZeroOne() * 4.0f)) { + actor->timer_04C = RAND_INT(2.9f); + switch (RAND_INT(4.0f)) { case 0: actor->timer_0BC = 0; break; @@ -892,11 +892,11 @@ void func_8003088C(Actor* actor) { if (Rand_ZeroOne() < 0.5f) { actor->timer_0BC = 10; } else { - actor->timer_0BC = (s32) (Rand_ZeroOne() * 50.0f); + actor->timer_0BC = RAND_INT(50.0f); } } if ((actor->unk_0E4 >= 4) && (actor->unk_0E4 < 8)) { - actor->timer_0BC = (s32) (Rand_ZeroOne() * 40.0f) + 60.0f; + actor->timer_0BC = RAND_INT(40.0f) + 60.0f; } if (actor->damage >= 20) { actor->timer_0BC = 0; @@ -1013,7 +1013,7 @@ void func_8003088C(Actor* actor) { if (Rand_ZeroOne() < 0.5f) { sp48.x = -30.0f; } - sp48.y = (Rand_ZeroOne() - 0.5f) * 30.0f; + sp48.y = RAND_FLOAT_CENTERED(30.0f); sp48.z = 0.0f; if (actor->iwork[7] != 0) { sp48.x *= 1.5f; @@ -1194,7 +1194,7 @@ void func_800319AC(Actor* this) { return; } if ((this->iwork[17] != 0) && (this->iwork[16] == 0) && (this->unk_0E4 >= 4)) { - switch ((s32) (Rand_ZeroOne() * 3.9f)) { + switch (RAND_INT(3.9f)) { case 0: case 1: if (gCurrentLevel == LEVEL_VENOM_2) { @@ -1229,7 +1229,7 @@ void func_800319AC(Actor* this) { this->unk_046 = 0; break; case 9: - this->timer_0BC = (s32) (Rand_ZeroOne() * 20.0f) + 30; + this->timer_0BC = RAND_INT(20.0f) + 30; if (Rand_ZeroOne() < 0.5f) { this->fwork[19] = this->obj.rot.y + 50.0f; } else { @@ -1455,9 +1455,9 @@ void func_800319AC(Actor* this) { } if ((this->unk_0E4 >= 4) && (this->unk_0E4 != 8) && ((gCurrentLevel != LEVEL_VENOM_2) || (this->unk_0E4 != 4))) { - spCC = __sinf(((this->index * 45) + gGameFrameCount) * M_DTOR) * 100.0f; - spC8 = __cosf(((this->index * 45) + (gGameFrameCount * 2)) * M_DTOR) * 100.0f; - spC4 = __sinf(((this->index * 45) + gGameFrameCount) * M_DTOR) * 100.0f; + spCC = SIN_DEG((this->index * 45) + gGameFrameCount) * 100.0f; + spC8 = COS_DEG((this->index * 45) + (gGameFrameCount * 2)) * 100.0f; + spC4 = SIN_DEG((this->index * 45) + gGameFrameCount) * 100.0f; } if (gPlayer[0].unk_4DC == 0) { this->fwork[4] = gPlayer[0].pos.x + spCC; @@ -1485,9 +1485,9 @@ void func_800319AC(Actor* this) { } } else if (this->unk_0E6 != 100) { if (this->unk_0E4 >= 10) { - spCC = __sinf(((this->index * 45) + gGameFrameCount) * M_DTOR) * 200.0f; - spC8 = __cosf(((this->index * 45) + (gGameFrameCount * 2)) * M_DTOR) * 200.0f; - spC4 = __sinf(((this->index * 45) + gGameFrameCount) * M_DTOR) * 200.0f; + spCC = SIN_DEG((this->index * 45) + gGameFrameCount) * 200.0f; + spC8 = COS_DEG((this->index * 45) + (gGameFrameCount * 2)) * 200.0f; + spC4 = SIN_DEG((this->index * 45) + gGameFrameCount) * 200.0f; } this->fwork[4] = gActors[this->unk_0E6].obj.pos.x + spCC; this->fwork[5] = gActors[this->unk_0E6].obj.pos.y + spC8; @@ -1525,7 +1525,7 @@ void func_800319AC(Actor* this) { } } } else if (this->timer_0C0 == 0) { - this->timer_0C0 = (s32) (Rand_ZeroOne() * 200.0f) + 200; + this->timer_0C0 = RAND_INT(200.0f) + 200; this->fwork[10] = 20.0f; } if ((spE8 < spF4) && (spEC < spF4)) { @@ -1753,38 +1753,37 @@ void func_800319AC(Actor* this) { } if ((gLevelType == LEVELTYPE_SPACE) && (gCurrentLevel != LEVEL_BOLSE)) { if ((gCurrentLevel == LEVEL_SECTOR_Z) && (this->unk_0E4 == 8)) { - Rand_ZeroOne(); - spE4 = 0.0f; - spE0 = (Rand_ZeroOne() - 0.5f) * 500.0f; - spDC = ((Rand_ZeroOne() - 0.5f) * 5000.0f) + 12000.0f; + spE4 = RAND_FLOAT_CENTERED(0.0f); + spE0 = RAND_FLOAT_CENTERED(500.0f); + spDC = RAND_FLOAT_CENTERED(5000.0f) + 12000.0f; } else { - spE4 = (Rand_ZeroOne() - 0.5f) * 15000.0f; - spE0 = (Rand_ZeroOne() - 0.5f) * 1000.0f; - spDC = (Rand_ZeroOne() - 0.5f) * 15000.0f; + spE4 = RAND_FLOAT_CENTERED(15000.0f); + spE0 = RAND_FLOAT_CENTERED(1000.0f); + spDC = RAND_FLOAT_CENTERED(15000.0f); } } else { - spE4 = (Rand_ZeroOne() - 0.5f) * 10000.0f; + spE4 = RAND_FLOAT_CENTERED(10000.0f); if ((gCurrentLevel == LEVEL_BOLSE) || (gCurrentLevel == LEVEL_KATINA) || (gCurrentLevel == LEVEL_VENOM_2)) { - spE0 = Rand_ZeroOne() * 1000.0f; + spE0 = RAND_FLOAT(1000.0f); } else { spE0 = 0.0f; } - spDC = (Rand_ZeroOne() - 0.5f) * 10000.0f; + spDC = RAND_FLOAT_CENTERED(10000.0f); if ((gCurrentLevel == LEVEL_KATINA) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_0)) { - spE4 = (Rand_ZeroOne() - 0.5f) * 5000.0f; - spDC = (Rand_ZeroOne() - 0.5f) * 5000.0f; + spE4 = RAND_FLOAT_CENTERED(5000.0f); + spDC = RAND_FLOAT_CENTERED(5000.0f); } } if ((fabsf(this->obj.pos.x - spE4) > 2000.0f) || (fabsf(this->obj.pos.z - spDC) > 2000.0f)) { this->fwork[4] = spE4; this->fwork[5] = spE0; this->fwork[6] = spDC; - this->timer_0BC = (s32) (Rand_ZeroOne() * 20.0f) + 10; + this->timer_0BC = RAND_INT(20.0f) + 10; } } if (this->timer_0C0 == 0) { - this->timer_0C0 = (s32) (Rand_ZeroOne() * 200.0f) + 200; + this->timer_0C0 = RAND_INT(200.0f) + 200; this->fwork[10] = 30.0f; } if ((this->unk_0E6 > 0) && (gActors[this->unk_0E6].obj.id == OBJ_ACTOR_197) && @@ -1886,7 +1885,7 @@ void func_800319AC(Actor* this) { sp108 = func_8003049C(this); if ((sp108 != 0) && (this->unk_0E4 < 10) && (this->timer_0BE == 0) && ((this->fwork[7] < 0.01f) || (this->fwork[7] > 359.9f))) { - this->timer_0BE = (s32) (Rand_ZeroOne() * 200.0f) + 200; + this->timer_0BE = RAND_INT(200.0f) + 200; if (Rand_ZeroOne() < 0.5f) { this->fwork[8] = 0.0f; this->fwork[7] = 360.0f; @@ -1954,10 +1953,10 @@ void func_800319AC(Actor* this) { this->obj.rot.y = this->unk_0F4.y; Math_SmoothStepToF(&this->fwork[0], this->fwork[1], 0.2f, 1.0f, 0.1f); Math_SmoothStepToF(&this->fwork[2], this->fwork[3], 1.0f, 0.1f, 0.1f); - spC0 = __sinf(this->obj.rot.x * M_DTOR); - spB8 = __cosf(this->obj.rot.x * M_DTOR); - spBC = __sinf(this->obj.rot.y * M_DTOR); - spB4 = __cosf(this->obj.rot.y * M_DTOR); + spC0 = SIN_DEG(this->obj.rot.x); + spB8 = COS_DEG(this->obj.rot.x); + spBC = SIN_DEG(this->obj.rot.y); + spB4 = COS_DEG(this->obj.rot.y); sp9C.z = (this->fwork[0] + this->fwork[9]) * spB8; sp9C.y = (this->fwork[0] + this->fwork[9]) * -spC0; @@ -2170,7 +2169,7 @@ void func_80035448(Actor* actor) { if (actor->unk_0E4 != 1000) { if ((actor->iwork[8] != 0) && (actor->unk_0E4 < 100)) { - pad2 = __sinf(actor->iwork[8] * 400.0f * M_DTOR); + pad2 = SIN_DEG(actor->iwork[8] * 400.0f); sp38 = actor->iwork[8] * pad2; Matrix_RotateY(gGfxMatrix, M_DTOR * sp38, 1); Matrix_RotateX(gGfxMatrix, M_DTOR * sp38, 1); diff --git a/src/main/fox_97F80.c b/src/main/fox_97F80.c index 1602158e..42aba980 100644 --- a/src/main/fox_97F80.c +++ b/src/main/fox_97F80.c @@ -556,7 +556,7 @@ bool func_80099254(Vec3f* arg0, Vec3f* arg1, Vec3f* arg2, CollisionHeader* arg3, sp108.dist = var_s0->dist; if ((DOT_XYZ(sp108.normal, temp_V3f1) + sp108.dist) <= 0.0f) { temp_fs0 = sp108.normal.x * arg2->x + sp108.normal.y * arg2->y + sp108.normal.z * arg2->z; - if (Math_FAcosF(temp_fs0 / (sqrtf(VEC3F_SQ(sp108.normal)) * spEC)) > M_PI / 2.0f) { + if (Math_FAcosF(temp_fs0 / (sqrtf(VEC3F_SQ(sp108.normal)) * spEC)) > M_PI / 2) { temp_fs0 = (DOT_XYZ(sp108.normal, temp_V3f1) + sp108.dist) / temp_fs0; spDC.x = temp_V3f1.x - (arg2->x * temp_fs0); spDC.y = temp_V3f1.y - (arg2->y * temp_fs0); diff --git a/src/main/fox_beam.c b/src/main/fox_beam.c index 4d592ce8..a22d52fe 100644 --- a/src/main/fox_beam.c +++ b/src/main/fox_beam.c @@ -693,7 +693,7 @@ void func_80037CF4(PlayerShot* shot, Actor* actor, s32 hitIndex) { } else { shot->unk_64 = 25; shot->obj.rot.y += 90.0f; - shot->obj.rot.x = Rand_ZeroOne() * 360.0f; + shot->obj.rot.x = RAND_FLOAT(360.0f); Matrix_RotateY(gCalcMatrix, shot->obj.rot.y * M_DTOR, 0); Matrix_RotateX(gCalcMatrix, shot->obj.rot.x * M_DTOR, 1); Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38); @@ -839,7 +839,7 @@ void func_80038140(PlayerShot* shot) { (fabsf(player->pos.y - shot->obj.pos.y) < temp_fa0)) { if (player->unk_280 >= 100) { shot->obj.rot.y = player->unk_0E8 + player->unk_114 + 180.0f + 90.0f; - shot->obj.rot.x = Rand_ZeroOne() * 360.0f; + shot->obj.rot.x = RAND_FLOAT(360.0f); Matrix_RotateY(gCalcMatrix, shot->obj.rot.y * M_DTOR, 0); Matrix_RotateX(gCalcMatrix, shot->obj.rot.x * M_DTOR, 1); sp88.x = sp88.y = 0.0f; @@ -1221,8 +1221,8 @@ void func_80039A50(PlayerShot* shot) { } } else { if ((shot->obj.id == PLAYERSHOT_5) || (shot->obj.id == PLAYERSHOT_6) || (shot->obj.id == PLAYERSHOT_7)) { - shot->obj.rot.y = (-gPlayer[gPlayerNum].unk_058 * 180.0f) / M_PI; - shot->obj.rot.x = (gPlayer[gPlayerNum].unk_05C * 180.0f) / M_PI; + shot->obj.rot.y = RAD_TO_DEG(-gPlayer[gPlayerNum].unk_058); + shot->obj.rot.x = RAD_TO_DEG(gPlayer[gPlayerNum].unk_05C); } if (shot->obj.id != PLAYERSHOT_2) { Matrix_RotateY(gGfxMatrix, shot->obj.rot.y * M_DTOR, 1); @@ -1334,7 +1334,7 @@ void func_80039A50(PlayerShot* shot) { var_fv1 = 0.0f; } Matrix_RotateY(gGfxMatrix, var_fv1, 1); - Matrix_RotateZ(gGfxMatrix, 0.5235988f, 1); + Matrix_RotateZ(gGfxMatrix, 30.0f * M_DTOR, 1); Matrix_Scale(gGfxMatrix, 2.0f, 2.0f, 2.0f, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_301AD60); @@ -1346,7 +1346,7 @@ void func_80039A50(PlayerShot* shot) { var_fv1 = 0.0f; } Matrix_RotateY(gGfxMatrix, var_fv1, 1); - Matrix_RotateZ(gGfxMatrix, 0.5235988f, 1); + Matrix_RotateZ(gGfxMatrix, 30.0f * M_DTOR, 1); Matrix_Scale(gGfxMatrix, 1.0f, 0.65f, 1.0f, 1); Matrix_SetGfxMtx(&gMasterDisp); RCP_SetupDL_68(); @@ -1626,12 +1626,12 @@ void func_8003B55C(PlayerShot* shot, s32 index) { func_8007B8F8(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); func_8007B8F8(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); func_8007B8F8(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 3.0f); - func_i3_801AC8A8(((Rand_ZeroOne() - 0.5f) * 10.0f) + shot->obj.pos.x, - ((Rand_ZeroOne() - 0.5f) * 10.0f) + shot->obj.pos.y, shot->obj.pos.z, 0.8f, 0); - func_i3_801AC8A8(((Rand_ZeroOne() - 0.5f) * 10.0f) + shot->obj.pos.x, - ((Rand_ZeroOne() - 0.5f) * 10.0f) + shot->obj.pos.y, shot->obj.pos.z, 0.8f, 0); - func_i3_801AC8A8(((Rand_ZeroOne() - 0.5f) * 10.0f) + shot->obj.pos.x, - ((Rand_ZeroOne() - 0.5f) * 10.0f) + shot->obj.pos.y, shot->obj.pos.z, 0.8f, 0); + func_i3_801AC8A8(RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.x, RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.y, + shot->obj.pos.z, 0.8f, 0); + func_i3_801AC8A8(RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.x, RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.y, + shot->obj.pos.z, 0.8f, 0); + func_i3_801AC8A8(RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.x, RAND_FLOAT_CENTERED(10.0f) + shot->obj.pos.y, + shot->obj.pos.z, 0.8f, 0); } } if (shot->unk_64 == 0) { @@ -1898,7 +1898,7 @@ void func_8003C4D0(PlayerShot* shot, s32 damage) { actor->vel.y = sp64 * 0.03f; actor->vel.z = sp60 * 0.03f; actor->obj.status = OBJ_DYING; - actor->timer_0BC = (s32) (Rand_ZeroOne() * 15.0f) + 10; + actor->timer_0BC = RAND_INT(15.0f) + 10; actor->timer_0BE = 0; actor->timer_04C = 4; actor->obj.rot.x = Math_ModF(actor->obj.rot.x, 360.0f); @@ -2204,7 +2204,7 @@ void func_8003D54C(PlayerShot* shot, s32 index) { if ((shot->bonus >= 7) && (gBossActive == 0) && (gLevelMode == LEVELMODE_ON_RAILS) && ((gTeamShields[1] > 0) || (gTeamShields[2] > 0) || (gTeamShields[3] > 0))) { do { - teamId = (s32) (Rand_ZeroOne() * 2.9f) + 1; + teamId = RAND_INT(2.9f) + 1; } while (gTeamShields[teamId] <= 0); switch (teamId) { case 1: diff --git a/src/main/fox_bg.c b/src/main/fox_bg.c index 4ace7f07..0b8f0392 100644 --- a/src/main/fox_bg.c +++ b/src/main/fox_bg.c @@ -605,7 +605,7 @@ void func_8003E1E8(void) { case LEVEL_SECTOR_Z: Matrix_Translate(gGfxMatrix, sp138 - 120.0f, -(sp134 - 120.0f), -290.0f, 1); Matrix_Scale(gGfxMatrix, 0.5f, 0.5f, 0.5f, 1); - Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_6002F80); break; @@ -631,8 +631,8 @@ void func_8003E1E8(void) { sp124 = 0; sp48 = 0.0f; for (sp124 = 0; sp124 < 300; sp124++, sp50++, sp4C++) { - *sp50 = (Rand_ZeroOneSeeded() * 480.0f) - 80.0f; - *sp4C = (Rand_ZeroOneSeeded() * 360.0f) - 60.0f; + *sp50 = RAND_FLOAT_SEEDED(480.0f) - 80.0f; + *sp4C = RAND_FLOAT_SEEDED(360.0f) - 60.0f; Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, (*sp50 - 160.0f) * 10.0f, (*sp4C - 120.0f) * 10.0f, -5000.0f, 1); Matrix_RotateZ(gGfxMatrix, sp48, 1); @@ -640,7 +640,7 @@ void func_8003E1E8(void) { Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_800CFD80); Matrix_Pop(&gGfxMatrix); - sp48 += M_PI / 4.0f; + sp48 += M_PI / 4; } } break; @@ -766,7 +766,7 @@ void func_80040954(void) { Matrix_Translate(gGfxMatrix, *var_s7 * temp_fs0, *var_s7 * -temp_fs1, 0.0f, 1); Matrix_Scale(gGfxMatrix, *var_s6, *var_s6, *var_s6, 1); if (((i == 5) || (i == 11)) && (gCurrentLevel != LEVEL_KATINA)) { - Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); } Matrix_SetGfxMtx(&gMasterDisp); var_fv0 = *var_s4; diff --git a/src/main/fox_demo.c b/src/main/fox_demo.c index 5b511199..071a8989 100644 --- a/src/main/fox_demo.c +++ b/src/main/fox_demo.c @@ -84,7 +84,7 @@ f32 D_800CA080[] = { -400.0f, 0.0f, 400.0f }; f32 D_800CA08C[] = { 0.0f, 200.0f, 0.0f }; -f32 D_800CA098[] = { 1.0f, -0.8999999762f, 0.6999999881f }; +f32 D_800CA098[] = { 1.0f, -0.9f, 0.7f }; f32 D_800CA0A4[] = { 150.0f, 100.0f, 200.0f }; @@ -110,13 +110,13 @@ Vec3f D_800CA110[8] = { }; f32 D_800CA170[] = { - 0.150000006f, 0.4499999881f, 0.75f, 1.299999952f, 0.75f, 0.4499999881f, 0.150000006f, 0.0f, + 0.15f, 0.45f, 0.75f, 1.3f, 0.75f, 0.45f, 0.15f, 0.0f, }; -f32 D_800CA190[] = { 5.0f, 5.199999809f }; +f32 D_800CA190[] = { 5.0f, 5.2f }; f32 D_800CA198[] = { - 0.5f, 1.5f, 2.5f, 1.5f, 0.5f, 0.200000003f, 0.200000003f, + 0.5f, 1.5f, 2.5f, 1.5f, 0.5f, 0.2f, 0.2f, }; f32 D_800CA1B4[] = { @@ -124,7 +124,7 @@ f32 D_800CA1B4[] = { }; f32 D_800CA1D4[] = { - 1.5f, 0.8700000048f, 0.8299999833f, 0.75f, 0.6999999881f, 0.6000000238f, 0.400000006f, 0.1000000015f, + 1.5f, 0.87f, 0.83f, 0.75f, 0.7f, 0.6f, 0.4f, 0.1f, }; AnimationHeader* D_800CA1F4[] = { @@ -239,7 +239,7 @@ void func_80048E40(Player* player) { Math_SmoothStepToF(&D_80177A48[2], 1.2f, 0.1f, 0.01f, 0.0f); Math_SmoothStepToF(&D_80177A48[0], 0.1f, 0.1f, 0.002f, 0.0f); Math_SmoothStepToF(&player->unk_0D0, 0.0f, 1.0f, 0.5f, 0.0f); - Matrix_RotateX(gCalcMatrix, -0.08726646f, 0); + Matrix_RotateX(gCalcMatrix, -5.0f * M_DTOR, 0); Matrix_RotateY(gCalcMatrix, D_80177A48[1] * M_DTOR, 1); sp5C.x = 0.0f; sp5C.y = 0.0f; @@ -354,9 +354,9 @@ void func_80048E40(Player* player) { player->unk_138 = player->pos.z + player->unk_08C; player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130; player->unk_088 += 10.0f; - player->unk_080 = (-__sinf(player->unk_088 * M_DTOR)) * 0.3f; + player->unk_080 = (-SIN_DEG(player->unk_088)) * 0.3f; player->unk_0F4 += 8.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR); + player->unk_0F0 = SIN_DEG(player->unk_0F4); } void func_80049630(Actor* actor) { @@ -445,7 +445,7 @@ void func_80049A9C(Effect* effect, f32 x, f32 y, f32 z) { effect->obj.pos.y = y; effect->obj.pos.z = z; effect->vel.z = 40.0f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); Object_SetInfo(&effect->info, effect->obj.id); } @@ -457,9 +457,9 @@ void func_80049B44(void) { for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - x = (Rand_ZeroOne() - 0.5f) * 400.0f; - y = (Rand_ZeroOne() - 0.5f) * 400.0f; - z = (-D_80177D20 - 500.0f) - Rand_ZeroOne() * 500.0f; + x = RAND_FLOAT_CENTERED(400.0f); + y = RAND_FLOAT_CENTERED(400.0f); + z = -D_80177D20 - 500.0f - RAND_FLOAT(500.0f); func_80049A9C(&gEffects[i], x, y, z); break; } @@ -753,8 +753,8 @@ void func_8004A700(Actor* actor, s32 arg1) { actor->fwork[1] = D_800CA05C[arg1]; actor->fwork[2] = D_800CA068[arg1]; actor->fwork[3] = 4.0f; - actor->fwork[7] = Rand_ZeroOne() * 100.0f; - actor->fwork[8] = Rand_ZeroOne() * 100.0f; + actor->fwork[7] = RAND_FLOAT(100.0f); + actor->fwork[8] = RAND_FLOAT(100.0f); actor->obj.rot.z = D_800CA074[arg1]; actor->iwork[11] = 1; Object_SetInfo(&actor->info, actor->obj.id); @@ -774,8 +774,8 @@ void func_8004A888(Effect* effect) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; - sp2C.x = (Rand_ZeroOne() - 0.5f) * 1500.0f; - sp2C.y = (Rand_ZeroOne() - 0.5f) * 800.0f; + sp2C.x = RAND_FLOAT_CENTERED(1500.0f); + sp2C.y = RAND_FLOAT_CENTERED(800.0f); sp2C.z = 3000.0f; Matrix_MultVec3f(gCalcMatrix, &sp2C, &sp20); @@ -795,7 +795,7 @@ void func_8004A888(Effect* effect) { effect->obj.id = OBJ_EFFECT_352; effect->timer_50 = 0x28; effect->unk_46 = 0x90; - effect->scale2 = (Rand_ZeroOne() * 30.0f) + 10.0f; + effect->scale2 = RAND_FLOAT(30.0f) + 10.0f; if (Rand_ZeroOne() < 0.5f) { effect->obj.rot.z = 180.0f; @@ -961,9 +961,9 @@ void func_8004AAF4(Player* player) { player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130; player->unk_088 += 10.0f; - player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 0.3f; + player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f; player->unk_0F4 += 8.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR); + player->unk_0F0 = SIN_DEG(player->unk_0F4); func_800AA800(player); } @@ -1361,9 +1361,9 @@ void func_8004B368(Player* player) { Math_SmoothStepToF(&player->camAt.z, D_801779C0, D_80177A48[0], 50000.0f, 0.f); player->unk_088 += 10.0f; - player->unk_080 = (-__sinf(player->unk_088 * M_DTOR)) * 0.3f; + player->unk_080 = (-SIN_DEG(player->unk_088)) * 0.3f; player->unk_0F4 += 8.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR); + player->unk_0F0 = SIN_DEG(player->unk_0F4); } void func_8004C90C(Player* player) { @@ -1649,7 +1649,7 @@ void func_8004D440(Player* player) { if ((gCurrentLevel != LEVEL_TRAINING) && ((gTeamShields[1] > 0) || (gTeamShields[2] > 0) || (gTeamShields[3] > 0))) { do { - teamId = (s32) (Rand_ZeroOne() * 2.9f) + 1; + teamId = RAND_INT(2.9f) + 1; } while (gTeamShields[teamId] <= 0); switch (teamId) { @@ -1732,13 +1732,12 @@ void func_8004D828(Player* player) { if (gCamCount == 1) { if (!(gGameFrameCount & 1)) { - func_8007D24C((Rand_ZeroOne() - 0.5f) * 20.0 + player->pos.x, - (Rand_ZeroOne() - 0.5f) * 20.0 + player->pos.y, player->unk_138, 2.2f); + func_8007D24C(RAND_FLOAT_CENTERED(20.0) + player->pos.x, RAND_FLOAT_CENTERED(20.0) + player->pos.y, + player->unk_138, 2.2f); } } else if (!(gGameFrameCount & 3)) { - func_8007D10C(((Rand_ZeroOne() - 0.5f) * 10.0f) + player->pos.x, - (Rand_ZeroOne() - 0.5f) * 10.0f + player->pos.y, - ((Rand_ZeroOne() - 0.5f) * 10.0f) + player->unk_138, 2.2f); + func_8007D10C(RAND_FLOAT_CENTERED(10.0f) + player->pos.x, RAND_FLOAT_CENTERED(10.0f) + player->pos.y, + RAND_FLOAT_CENTERED(10.0f) + player->unk_138, 2.2f); } if ((player->pos.y < player->unk_0A4) && (player->unk_1D0 == 0)) { @@ -1821,9 +1820,7 @@ void func_8004D828(Player* player) { } void func_8004DEF8(Player* player) { - s32 pad[2]; - f32 sp34; - s32 var_s0; + s32 i; if (player->unk_0E4 < 0.0f) { player->unk_0E4 += 1.0f; @@ -1850,8 +1847,7 @@ void func_8004DEF8(Player* player) { } if (!(gGameFrameCount & 1)) { - sp34 = Rand_ZeroOne(); - func_8007D24C(((sp34 - 0.5f) * 20.0) + player->pos.x, ((Rand_ZeroOne() - 0.5f) * 20.0) + player->pos.y, + func_8007D24C(RAND_FLOAT_CENTERED(20.0) + player->pos.x, RAND_FLOAT_CENTERED(20.0) + player->pos.y, player->unk_138, 2.2f); } @@ -1887,11 +1883,11 @@ void func_8004DEF8(Player* player) { func_8007BFFC(player->pos.x, player->pos.y - player->vel.y, player->unk_138 - (2.0f * player->vel.z), 0.0f, 0.0f, 0.0f, 3.0f, 0x14); if (gLevelType == LEVELTYPE_PLANET) { - for (var_s0 = 0; var_s0 < 2; var_s0++) { + for (i = 0; i < 2; i++) { func_800A69F8(2, player->pos.x, player->pos.y, player->unk_138); } - for (var_s0 = 0; var_s0 < 4; var_s0++) { + for (i = 0; i < 4; i++) { func_800A69F8(4, player->pos.x, player->pos.y, player->unk_138); } } @@ -1952,9 +1948,9 @@ void func_8004E4D4(Actor* actor) { f32 sp34; actor->fwork[7] += 3.0f; - actor->unk_0F4.z = __sinf(actor->fwork[7] * M_DTOR) * 1.5f; + actor->unk_0F4.z = SIN_DEG(actor->fwork[7]) * 1.5f; actor->fwork[8] += 2.0f; - sp34 = __sinf(actor->fwork[8] * M_DTOR) * 10.0f; + sp34 = SIN_DEG(actor->fwork[8]) * 10.0f; switch (actor->state) { case 0: @@ -2040,7 +2036,7 @@ void func_8004E4D4(Actor* actor) { actor->fwork[1] = sp3C.y; actor->fwork[2] = sp3C.z - 100.0f; - Math_SmoothStepToF(&actor->obj.rot.z, __sinf(actor->fwork[3] * M_DTOR) * -30.0f, 0.1f, 2.0f, 0.0f); + Math_SmoothStepToF(&actor->obj.rot.z, SIN_DEG(actor->fwork[3]) * -30.0f, 0.1f, 2.0f, 0.0f); Math_SmoothStepToF(&actor->obj.pos.x, actor->fwork[0] + sp38->pos.x, 0.03f, 10.0f, 0.0f); Math_SmoothStepToF(&actor->obj.pos.y, actor->fwork[1] + sp38->pos.y + sp34, 0.03f, 10.0f, 0.0f); Math_SmoothStepToF(&actor->obj.pos.z, actor->fwork[2] + sp38->unk_138, 0.03f, 10.0f, 0.0f); @@ -2181,7 +2177,7 @@ void func_8004EBD0(Actor* actor) { void func_8004F05C(Actor* actor) { if (((gLevelType == LEVELTYPE_PLANET) && (actor->unk_0B6 == 0)) || (gCurrentLevel == LEVEL_BOLSE)) { actor->fwork[0] += 3.0f; - actor->fwork[1] = __sinf(actor->fwork[0] * M_DTOR) * 1.5f; + actor->fwork[1] = SIN_DEG(actor->fwork[0]) * 1.5f; } switch (gCurrentLevel) { @@ -2190,8 +2186,8 @@ void func_8004F05C(Actor* actor) { case 0: if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_2) { actor->unk_0F4.z += actor->unk_0F4.y; - actor->vel.x = __sinf(actor->unk_0F4.z * M_DTOR) * 10.0f; - actor->obj.rot.z = __sinf(actor->unk_0F4.z * M_DTOR) * 40.0f; + actor->vel.x = SIN_DEG(actor->unk_0F4.z) * 10.0f; + actor->obj.rot.z = SIN_DEG(actor->unk_0F4.z) * 40.0f; break; } @@ -2641,12 +2637,12 @@ void func_8004FEC0(Actor* actor) { for (sp2D0 = 0; sp2D0 < 30; sp2D0++) { Matrix_Push(&gGfxMatrix); - Matrix_Translate(gGfxMatrix, ((Rand_ZeroOneSeeded() - 0.5f) * 3000.0f) * actor->fwork[20], - ((Rand_ZeroOneSeeded() - 0.5f) * 3000.0f) * actor->fwork[20], - ((Rand_ZeroOneSeeded() - 0.5f) * 3000.0f) * actor->fwork[20], 1); - Matrix_RotateY(gGfxMatrix, 2.0f * (Rand_ZeroOneSeeded() * M_PI), 1); + Matrix_Translate(gGfxMatrix, RAND_FLOAT_CENTERED_SEEDED(3000.0f) * actor->fwork[20], + RAND_FLOAT_CENTERED_SEEDED(3000.0f) * actor->fwork[20], + RAND_FLOAT_CENTERED_SEEDED(3000.0f) * actor->fwork[20], 1); + Matrix_RotateY(gGfxMatrix, 2.0f * RAND_FLOAT_SEEDED(M_PI), 1); Matrix_RotateZ(gGfxMatrix, (2.0f * gGameFrameCount) * M_DTOR, 1); - Matrix_RotateX(gGfxMatrix, 2.0f * (Rand_ZeroOneSeeded() * M_PI), 1); + Matrix_RotateX(gGfxMatrix, 2.0f * RAND_FLOAT_SEEDED(M_PI), 1); switch (sp2D0 & 3) { case 0: @@ -2666,8 +2662,7 @@ void func_8004FEC0(Actor* actor) { break; } - Matrix_Scale(gGfxMatrix, (Rand_ZeroOneSeeded() * 8.0f) + 8.0f, (Rand_ZeroOneSeeded() * 8.0f) + 8.0f, - 10.0f, 1); + Matrix_Scale(gGfxMatrix, RAND_FLOAT_SEEDED(8.0f) + 8.0f, RAND_FLOAT_SEEDED(8.0f) + 8.0f, 10.0f, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1021E20); Matrix_Pop(&gGfxMatrix); @@ -2678,11 +2673,11 @@ void func_8004FEC0(Actor* actor) { if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_2) { Matrix_Push(&gGfxMatrix); - Matrix_RotateX(gGfxMatrix, 0.34906584f, 1); + Matrix_RotateX(gGfxMatrix, 20.0f * M_DTOR, 1); Matrix_RotateY(gGfxMatrix, (gGameFrameCount * 0.5f) * M_DTOR, 1); Matrix_Scale(gGfxMatrix, 2.0f, 2.0f, 2.0f, 1); } else { - Matrix_RotateX(gGfxMatrix, -0.17453292f, 1); + Matrix_RotateX(gGfxMatrix, -10.0f * M_DTOR, 1); Matrix_RotateY(gGfxMatrix, (gGameFrameCount * 0.3f) * M_DTOR, 1); Matrix_Scale(gGfxMatrix, 4.0f, 4.0f, 4.0f, 1); Matrix_Push(&gGfxMatrix); diff --git a/src/main/fox_display.c b/src/main/fox_display.c index b829ae0f..87342660 100644 --- a/src/main/fox_display.c +++ b/src/main/fox_display.c @@ -71,10 +71,10 @@ void func_80051B30(void) { case 0: if (D_800CA234->sfxPos[0] > 0.0f) { sp78 = 20.0f; - sp74 = M_PI / 2.0f; + sp74 = M_PI / 2; } else { sp78 = -20.0f; - sp74 = -M_PI / 2.0f; + sp74 = -M_PI / 2; } Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, sp78, 0.0f, -50.0f, 1); @@ -87,7 +87,7 @@ void func_80051B30(void) { case 1: Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, 20.0f, 0.0f, -50.0f, 1); - Matrix_RotateZ(gGfxMatrix, -M_PI / 2.0f, 1); + Matrix_RotateZ(gGfxMatrix, -M_PI / 2, 1); Matrix_Scale(gGfxMatrix, 0.03f, 0.03f, 0.03f, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1023700); @@ -95,7 +95,7 @@ void func_80051B30(void) { sp78 = -20.0f; Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, -20.0f, 0.0f, -50.0f, 1); - Matrix_RotateZ(gGfxMatrix, M_PI / 2.0f, 1); + Matrix_RotateZ(gGfxMatrix, M_PI / 2, 1); Matrix_Scale(gGfxMatrix, 0.03f, 0.03f, 0.03f, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1023700); @@ -738,7 +738,7 @@ void func_80054300(Player* player) { case FORM_ON_FOOT: Matrix_Push(&gGfxMatrix); Matrix_Scale(gGfxMatrix, 0.5f, 0.5f, 0.5f, 1); - Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); gSPDisplayList(gMasterDisp++, D_102A8A0); @@ -1118,7 +1118,7 @@ void func_80055E98(Player* player) { Matrix_RotateY(gGfxMatrix, -(M_DTOR * var_fs0), 1); Matrix_Scale(gGfxMatrix, player->unk_25C, 1.0f, 50.0f, 1); Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -17.5f, 1); - Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); Matrix_RotateY(gGfxMatrix, M_DTOR * sp54, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_102A8A0); @@ -1131,7 +1131,7 @@ void func_80055E98(Player* player) { Matrix_RotateY(gGfxMatrix, -(M_DTOR * var_fs0), 1); Matrix_Scale(gGfxMatrix, player->unk_25C, 1.0f, 50.0f, 1); Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -17.5f, 1); - Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); Matrix_RotateY(gGfxMatrix, M_DTOR * sp54, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_102A8A0); @@ -1501,9 +1501,9 @@ void func_800578C4(Player* player) { D_801779D8.x = player->pos.x + sp40.x; D_801779D8.y = player->pos.y + sp40.y + 20.0f; D_801779D8.z = player->unk_138 + sp40.z; - D_801779E8.x = (__sinf(gGameFrameCount * 3.0f * M_DTOR) * 3.0f) + player->pos.x; - D_801779E8.y = (__cosf(gGameFrameCount * 4.0f * M_DTOR) * 3.0f) + player->pos.y; - D_801779E8.z = (__sinf(gGameFrameCount * 3.5f * M_DTOR) * 3.0f) + player->unk_138; + D_801779E8.x = (SIN_DEG(gGameFrameCount * 3.0f) * 3.0f) + player->pos.x; + D_801779E8.y = (COS_DEG(gGameFrameCount * 4.0f) * 3.0f) + player->pos.y; + D_801779E8.z = (SIN_DEG(gGameFrameCount * 3.5f) * 3.0f) + player->unk_138; break; } } @@ -1557,7 +1557,7 @@ void func_80057D00(void) { D_801779E8.z += player->unk_138 + player->unk_144; if ((player->unk_238 != 0) && (player->unk_110 > 5.0f)) { - D_801779E8.x += __sinf(gGameFrameCount * 150.0f * M_DTOR) * player->unk_110 * 0.2f; + D_801779E8.x += SIN_DEG(gGameFrameCount * 150.0f) * player->unk_110 * 0.2f; } } else if (player->state_1C8 == PLAYERSTATE_1C8_7) { func_800578C4(player); @@ -1580,7 +1580,7 @@ void func_80057D00(void) { sp78.z = 0.0f; Matrix_MultVec3f(gCalcMatrix, &sp78, &sp6C); if (D_80178410 != 0) { - D_80178428 = (gPlayer[0].unk_034 / 180.0f) * M_PI; + D_80178428 = DEG_TO_RAD(gPlayer[0].unk_034); func_800B6F50(D_801779D8.x, D_801779D8.y, D_801779D8.z, D_801779E8.x, D_801779E8.y, D_801779E8.z); func_8003DAF0(); } diff --git a/src/main/fox_edisplay.c b/src/main/fox_edisplay.c index d9a0255a..3c19a1e0 100644 --- a/src/main/fox_edisplay.c +++ b/src/main/fox_edisplay.c @@ -160,7 +160,7 @@ void func_80059FDC(Item* item) { void func_8005A010(Object_4C* obj4C) { if (obj4C->unk_48 == 0) { - Matrix_RotateY(gGfxMatrix, M_PI / 2.0f, 1); + Matrix_RotateY(gGfxMatrix, M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_60361F0); } @@ -459,7 +459,7 @@ void func_8005ADAC(Actor* actor) { Matrix_Translate(gGfxMatrix, 70.0f, -10.0f, -100.0f, 1); Matrix_Scale(gGfxMatrix, sp5C, 1.0f, 50.0f, 1); Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -17.5f, 1); - Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); Matrix_RotateY(gGfxMatrix, M_DTOR * sp54, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_102A8A0); @@ -468,7 +468,7 @@ void func_8005ADAC(Actor* actor) { Matrix_Translate(gGfxMatrix, -70.0f, -10.0f, -100.0f, 1); Matrix_Scale(gGfxMatrix, sp5C, 1.0f, 50.0f, 1); Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -17.5f, 1); - Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); Matrix_RotateY(gGfxMatrix, M_DTOR * sp54, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_102A8A0); @@ -624,7 +624,7 @@ void func_8005BAB4(ObjectId objId, s32 index) { case OBJ_EFFECT_374: if (gEffects[index].state == 0) { Matrix_Scale(gGfxMatrix, 1.2f, 0.0f, 1.2f, 1); - Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_102A8A0); } @@ -636,7 +636,7 @@ void func_8005BAB4(ObjectId objId, s32 index) { switch (gActors[index].unk_0B4) { case 3: Matrix_Scale(gGfxMatrix, 2.3f, 0.0f, 2.3f, 1); - Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_102A010); break; @@ -646,7 +646,7 @@ void func_8005BAB4(ObjectId objId, s32 index) { gDPSetEnvColor(gMasterDisp++, 0, 0, 0, 255); temp_fv0 = gActors[index].fwork[15] * 3.0f; Matrix_Scale(gGfxMatrix, temp_fv0, temp_fv0, temp_fv0, 1); - Matrix_RotateX(gGfxMatrix, -M_PI / 2.0f, 1); + Matrix_RotateX(gGfxMatrix, -M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1024AC0); break; @@ -670,7 +670,7 @@ void func_8005BAB4(ObjectId objId, s32 index) { RCP_SetupDL(&gMasterDisp, 0x40); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 0, 0, 200); } - Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); Graphics_SetScaleMtx(150.0f); gSPDisplayList(gMasterDisp++, D_102A8A0); break; @@ -678,7 +678,7 @@ void func_8005BAB4(ObjectId objId, s32 index) { case OBJ_BOSS_294: case OBJ_BOSS_295: case OBJ_BOSS_296: - __cosf(gBosses[index].obj.rot.z * M_DTOR); + COS_DEG(gBosses[index].obj.rot.z); if (D_80161A88 == 2) { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 90); } else { @@ -712,7 +712,7 @@ void func_8005BAB4(ObjectId objId, s32 index) { Matrix_RotateX(gGfxMatrix, gActors[index].fwork[0], 1); Matrix_RotateZ(gGfxMatrix, gActors[index].fwork[2], 1); Matrix_Scale(gGfxMatrix, gActors[index].scale, 1.0f, gActors[index].scale, 1); - Matrix_RotateX(gGfxMatrix, -M_PI / 2.0f, 1); + Matrix_RotateX(gGfxMatrix, -M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1024AC0); break; @@ -726,7 +726,7 @@ void func_8005BAB4(ObjectId objId, s32 index) { Matrix_RotateZ(gGfxMatrix, gActors[index].fwork[2] * M_DTOR, 1); Matrix_RotateY(gGfxMatrix, gActors[index].obj.rot.y * M_DTOR, 1); Matrix_Scale(gGfxMatrix, 6.0f, 1.0f, 7.5f, 1); - Matrix_RotateX(gGfxMatrix, -M_PI / 2.0f, 1); + Matrix_RotateX(gGfxMatrix, -M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1024AC0); break; @@ -738,7 +738,7 @@ void func_8005BAB4(ObjectId objId, s32 index) { Matrix_RotateZ(gGfxMatrix, gActors[index].fwork[2], 1); Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, 0.0f, 1); Matrix_Scale(gGfxMatrix, 1.2f, 1.0f, 1.2f, 1); - Matrix_RotateX(gGfxMatrix, -M_PI / 2.0f, 1); + Matrix_RotateX(gGfxMatrix, -M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1024AC0); break; @@ -1447,7 +1447,7 @@ void Object_58_Draw(Object_58* obj58) { Matrix_RotateY(gGfxMatrix, obj58->obj.rot.y * M_DTOR, 1); Matrix_RotateX(gGfxMatrix, obj58->obj.rot.x * M_DTOR, 1); Matrix_RotateZ(gGfxMatrix, obj58->obj.rot.z * M_DTOR, 1); - Matrix_RotateY(gGfxMatrix, M_PI / 2.0f, 1); + Matrix_RotateY(gGfxMatrix, M_PI / 2, 1); Matrix_Translate(gGfxMatrix, -551.0f, 0.0f, 0.0f, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_6007650); @@ -1679,8 +1679,8 @@ void func_8006046C(s32 arg0) { for (i = 0, effect = gEffects; i < ARRAY_COUNT(gEffects); i++, effect++) { if (effect->obj.status >= OBJ_ACTIVE) { if (effect->info.unk_14 == 1) { - effect->obj.rot.y = (-gPlayer[gPlayerNum].unk_058 * 180.0f) / M_PI; - effect->obj.rot.x = (gPlayer[gPlayerNum].unk_05C * 180.0f) / M_PI; + effect->obj.rot.y = RAD_TO_DEG(-gPlayer[gPlayerNum].unk_058); + effect->obj.rot.x = RAD_TO_DEG(gPlayer[gPlayerNum].unk_05C); } if (gLevelMode == LEVELMODE_ALL_RANGE) { Matrix_Push(&gGfxMatrix); diff --git a/src/main/fox_effect.c b/src/main/fox_effect.c index 63162747..eb35f1d3 100644 --- a/src/main/fox_effect.c +++ b/src/main/fox_effect.c @@ -208,7 +208,7 @@ void func_800778C4(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 y effect->scale2 = scale2; effect->unk_4C = 0; effect->scale1 = 0.5f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); Object_SetInfo(&effect->info, effect->obj.id); effect->unk_44 = 255; } @@ -403,7 +403,7 @@ void func_80078438(Effect* effect) { void func_800784B4(Effect* effect) { gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, effect->unk_46); Graphics_SetScaleMtx(effect->scale2); - Matrix_RotateX(gGfxMatrix, (M_PI / 2.0f), 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_200D750); } @@ -430,7 +430,7 @@ void func_8007868C(Effect* effect) { gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); Matrix_Scale(gGfxMatrix, effect->scale2, effect->scale2, effect->scale2, 1); if (effect->unk_44 >= 2) { - Matrix_RotateX(gGfxMatrix, (M_PI / 2.0f), 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); } Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1029780); @@ -441,7 +441,7 @@ void func_8007879C(Effect* effect) { RCP_SetupDL_60(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); Matrix_Scale(gGfxMatrix, effect->scale2 * 0.6f, 1.0f, effect->scale2 * 3.5f, 1); - Matrix_RotateX(gGfxMatrix, (M_PI / 2.0f), 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1029780); RCP_SetupDL(&gMasterDisp, 0x40); @@ -609,12 +609,12 @@ void func_8007905C(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, u8 effect->vel.x = (xPos - gBosses[1].obj.pos.x) * 0.1f; effect->vel.z = (zPos - gBosses[1].obj.pos.z) * 0.1f; } else if (scale2 == 1.3f) { - effect->vel.x = ((Rand_ZeroOne() * 0.05f) + 0.03f) * xPos; - effect->vel.z = ((Rand_ZeroOne() * 0.05f) + 0.03f) * zPos; + effect->vel.x = (RAND_FLOAT(0.05f) + 0.03f) * xPos; + effect->vel.z = (RAND_FLOAT(0.05f) + 0.03f) * zPos; effect->vel.y = 5.0f; } else if (scale2 == 1.55f) { - effect->vel.x = (Rand_ZeroOne() - 0.5f) * 10.0f; - effect->vel.z = (Rand_ZeroOne() - 0.5f) * 10.0f; + effect->vel.x = RAND_FLOAT_CENTERED(10.0f); + effect->vel.z = RAND_FLOAT_CENTERED(10.0f); } else if ((gCurrentLevel == LEVEL_BOLSE) && ((scale2 == 5.11f) || (scale2 == 7.22f))) { sp3C.x = gPlayer[0].pos.x; sp3C.y = gPlayer[0].pos.y; @@ -624,25 +624,24 @@ void func_8007905C(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, u8 xAng = -Math_Atan2F(sp3C.y - yPos, sp38); Matrix_RotateY(gCalcMatrix, yAng, 0); Matrix_RotateX(gCalcMatrix, xAng, 1); - sp54.x = (Rand_ZeroOne() - 0.5f) * 50.0f; - sp54.y = (Rand_ZeroOne() - 0.5f) * 50.0f; - sp54.z = (Rand_ZeroOne() * 10.0f) + 150.0f; + sp54.x = RAND_FLOAT_CENTERED(50.0f); + sp54.y = RAND_FLOAT_CENTERED(50.0f); + sp54.z = RAND_FLOAT(10.0f) + 150.0f; Matrix_MultVec3f(gCalcMatrix, &sp54, &sp48); effect->vel.x = sp48.x; effect->vel.y = sp48.y; effect->vel.z = sp48.z; } else { - effect->vel.y = - (gLevelType == LEVELTYPE_PLANET) ? (Rand_ZeroOne() * 7.0f) + 7.0f : (Rand_ZeroOne() - 0.5f) * 10.0f; - effect->vel.x = (Rand_ZeroOne() - 0.5f) * 10.0f; - effect->vel.z = (Rand_ZeroOne() - 0.5f) * 10.0f; + effect->vel.y = (gLevelType == LEVELTYPE_PLANET) ? RAND_FLOAT(7.0f) + 7.0f : RAND_FLOAT_CENTERED(10.0f); + effect->vel.x = RAND_FLOAT_CENTERED(10.0f); + effect->vel.z = RAND_FLOAT_CENTERED(10.0f); } - effect->scale2 = ((Rand_ZeroOne() * 0.8f) + 0.3f) * scale2; - effect->timer_50 = (s32) (Rand_ZeroOne() * 50.0f) + 70; - effect->obj.rot.x = Rand_ZeroOne() * 360.0f; - effect->unk_60.x = (Rand_ZeroOne() - 0.5f) * 30.0f; - effect->unk_60.y = (Rand_ZeroOne() - 0.5f) * 30.0f; - effect->unk_60.z = (Rand_ZeroOne() - 0.5f) * 30.0f; + effect->scale2 = (RAND_FLOAT(0.8f) + 0.3f) * scale2; + effect->timer_50 = RAND_INT(50.0f) + 70; + effect->obj.rot.x = RAND_FLOAT(360.0f); + effect->unk_60.x = RAND_FLOAT_CENTERED(30.0f); + effect->unk_60.y = RAND_FLOAT_CENTERED(30.0f); + effect->unk_60.z = RAND_FLOAT_CENTERED(30.0f); Object_SetInfo(&effect->info, effect->obj.id); } @@ -1029,10 +1028,10 @@ void func_8007A818(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale1, u8 effect->scale1 = scale1; effect->unk_44 = arg5; effect->unk_46 = arg6; - effect->unk_60.z = (Rand_ZeroOne() - 0.5f) * 10.0f; + effect->unk_60.z = RAND_FLOAT_CENTERED(10.0f); effect->unk_60.y = scale1 * 0.1f; if (arg7 != 0) { - effect->vel.x = (Rand_ZeroOne() - 0.5f) * 30.0f; + effect->vel.x = RAND_FLOAT_CENTERED(30.0f); } Object_SetInfo(&effect->info, effect->obj.id); } @@ -1154,8 +1153,8 @@ void func_8007ADF4(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1) { for (yRot = 11.25f, i = 0; i < 16; i++, yRot += 22.5f) { for (j = 0; j < ARRAY_COUNT(gEffects); j++) { if (gEffects[j].obj.status == OBJ_FREE) { - sinf = __sinf(M_DTOR * yRot) * scale1 * 20.0f; - cosf = __cosf(M_DTOR * yRot) * scale1 * 20.0f; + sinf = SIN_DEG(yRot) * scale1 * 20.0f; + cosf = COS_DEG(yRot) * scale1 * 20.0f; func_8007AD58(&gEffects[j], xPos + sinf, yPos, zPos + cosf, scale2, scale1, yRot); break; } @@ -1391,8 +1390,8 @@ void func_8007B7E8(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { effect->obj.pos.y = yPos; effect->obj.pos.z = zPos; - effect->vel.x = (Rand_ZeroOne() - 0.5f) * 5.0f; - effect->vel.y = (Rand_ZeroOne() - 0.5f) * 3.0f; + effect->vel.x = RAND_FLOAT_CENTERED(5.0f); + effect->vel.y = RAND_FLOAT_CENTERED(3.0f); effect->unk_48 = 3; if (Rand_ZeroOne() < 0.5f) { @@ -1401,7 +1400,7 @@ void func_8007B7E8(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { effect->unk_4A = 50; effect->unk_46 = 1; effect->scale2 = scale2 * 0.2f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); Object_SetInfo(&effect->info, effect->obj.id); } @@ -1459,8 +1458,8 @@ void func_8007BB14(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { effect->obj.pos.y = yPos; effect->obj.pos.z = zPos; - effect->vel.x = (Rand_ZeroOne() - 0.5f) * 5.0f; - effect->vel.y = (Rand_ZeroOne() - 0.5f) * 3.0f; + effect->vel.x = RAND_FLOAT_CENTERED(5.0f); + effect->vel.y = RAND_FLOAT_CENTERED(3.0f); effect->unk_48 = 3; if (Rand_ZeroOne() < 0.5f) { @@ -1476,7 +1475,7 @@ void func_8007BB14(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { } effect->scale2 = scale2 * 0.25f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); if (scale2 == 6.0f) { effect->vel.z = gPlayer[0].vel.z * 0.6f; @@ -1497,8 +1496,8 @@ void func_8007BC7C(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { void func_8007BCE8(Effect* effect) { if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_7) { - effect->obj.rot.x = (gPlayer[0].unk_05C * 180.0f) / M_PI; - effect->obj.rot.y = (-gPlayer[0].unk_058 * 180.0f) / M_PI; + effect->obj.rot.x = RAD_TO_DEG(gPlayer[0].unk_05C); + effect->obj.rot.y = RAD_TO_DEG(-gPlayer[0].unk_058); } if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_6) { effect->unk_46 = 2; @@ -1628,9 +1627,9 @@ void func_8007C250(Effect* effect) { } if (!(effect->timer_50 & var_v0)) { - randX = (Rand_ZeroOne() - 0.5f) * 40.0f; - randY = (Rand_ZeroOne() - 0.5f) * 40.0f; - randOther = ((Rand_ZeroOne() * 0.5f) + 1.0f); + randX = RAND_FLOAT_CENTERED(40.0f); + randY = RAND_FLOAT_CENTERED(40.0f); + randOther = RAND_FLOAT(0.5f) + 1.0f; func_8007D0E0(effect->obj.pos.x + randX, effect->obj.pos.y + randY, effect->obj.pos.z, effect->scale2 * randOther); if (effect->timer_50 == 0) { @@ -1654,8 +1653,8 @@ void func_8007C3B4(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 y effect->scale2 = scale2; effect->unk_4A = arg8; - effect->unk_4C = (s32) (Rand_ZeroOne() * 12.0f); - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->unk_4C = RAND_INT(12.0f); + effect->obj.rot.z = RAND_FLOAT(360.0f); Object_SetInfo(&effect->info, effect->obj.id); effect->unk_44 = 0xFF; } @@ -1677,9 +1676,9 @@ void func_8007C50C(Effect* effect) { f32 randOther; if (!(effect->timer_50 & 7)) { - randX = (Rand_ZeroOne() - 0.5f) * 40.0f * effect->scale2; - randY = (Rand_ZeroOne() - 0.5f) * 40.0f * effect->scale2; - randOther = (Rand_ZeroOne() + 1.0f); + randX = RAND_FLOAT_CENTERED(40.0f) * effect->scale2; + randY = RAND_FLOAT_CENTERED(40.0f) * effect->scale2; + randOther = RAND_FLOAT(1.0f) + 1.0f; func_8007C484(effect->obj.pos.x + randX, effect->obj.pos.y + randY, effect->obj.pos.z, effect->vel.x, effect->vel.y, effect->vel.z, effect->scale2 * randOther, 0); if (effect->timer_50 == 0) { @@ -1734,7 +1733,7 @@ void func_8007C6FC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { } effect->scale2 = scale2 * 0.25f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); effect->unk_44 = 0; if (Rand_ZeroOne() < 0.3f) { @@ -1742,7 +1741,7 @@ void func_8007C6FC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { effect->unk_4A = 255; effect->scale2 = scale2 * 0.3f; } - effect->scale1 = Rand_ZeroOne() * 0.2f; + effect->scale1 = RAND_FLOAT(0.2f); Object_SetInfo(&effect->info, effect->obj.id); } @@ -1769,9 +1768,9 @@ void func_8007C8C4(Effect* effect) { } if (!(effect->timer_50 & var_v0) && (gLevelType == LEVELTYPE_PLANET)) { - randX = (Rand_ZeroOne() - 0.5f) * 10.0f; - randY = (Rand_ZeroOne() - 0.5f) * 10.0f; - randOther = ((Rand_ZeroOne() * 0.5f) + 1.0f); + randX = RAND_FLOAT_CENTERED(10.0f); + randY = RAND_FLOAT_CENTERED(10.0f); + randOther = RAND_FLOAT(0.5f) + 1.0f; func_8007C85C(effect->obj.pos.x + randX, effect->obj.pos.y + randY, effect->obj.pos.z, effect->scale2 * randOther); if (effect->timer_50 == 0) { @@ -1825,7 +1824,7 @@ void func_8007CC00(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { effect->scale2 = scale2; effect->scale1 = 0.5f; effect->unk_4C = 0; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); Object_SetInfo(&effect->info, effect->obj.id); if (gLevelType == LEVELTYPE_PLANET) { effect->unk_44 = 230; @@ -1846,7 +1845,7 @@ void func_8007CCBC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { effect->scale2 = scale2; effect->unk_4C = 3; effect->scale1 = 0.2f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); Object_SetInfo(&effect->info, effect->obj.id); if (gLevelType == LEVELTYPE_PLANET) { effect->unk_44 = 230; @@ -1871,7 +1870,7 @@ void func_8007CD7C(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 } effect->unk_4A = 0xFF; effect->scale2 = scale2; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); if ((Rand_ZeroOne() < 0.5f) && (gLevelType == LEVELTYPE_PLANET) && (timer50 != 1)) { effect->unk_44 = 1; @@ -1958,7 +1957,7 @@ void func_8007D138(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { effect->obj.pos.z = zPos; effect->scale2 = scale2; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); Object_SetInfo(&effect->info, effect->obj.id); if (gLevelType == LEVELTYPE_PLANET) { effect->unk_4C = 15; @@ -2272,13 +2271,13 @@ void func_8007E014(Effect* effect) { if (D_801784AC == 4) { func_i5_801B6E20(effect->obj.pos.x, effect->obj.pos.z + D_80177D20, &x, &y, &z); effect->obj.pos.y = y + 3.0f; - effect->obj.rot.x = (x * 180.0f) / M_PI; - effect->obj.rot.z = (z * 180.0f) / M_PI; + effect->obj.rot.x = RAD_TO_DEG(x); + effect->obj.rot.z = RAD_TO_DEG(z); } if (((effect->unk_44 == 1) || (effect->unk_44 == 3)) && ((effect->timer_50 & 3) == 1) && (Rand_ZeroOne() < 0.5f)) { func_8007D10C(effect->obj.pos.x, effect->obj.pos.y + (effect->scale2 * 5.0f), effect->obj.pos.z + 3.0f, - ((Rand_ZeroOne() * 0.7f) + 1.0f) * (effect->scale2 * 1.2f)); + (RAND_FLOAT(0.7f) + 1.0f) * (effect->scale2 * 1.2f)); } for (i = 0; i < ARRAY_COUNT(gEffects); i++) { @@ -2418,8 +2417,8 @@ void func_8007E6B8(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPos, f32 effect->vel.z = sp34.z - D_80177D08; if ((objId == OBJ_EFFECT_353) || (objId == OBJ_EFFECT_354)) { - effect->obj.rot.x = (sp54 * 180.0f) / M_PI; - effect->obj.rot.y = (sp50 * 180.0f) / M_PI; + effect->obj.rot.x = RAD_TO_DEG(sp54); + effect->obj.rot.y = RAD_TO_DEG(sp50); } if (objId == OBJ_EFFECT_356) { @@ -2427,7 +2426,7 @@ void func_8007E6B8(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPos, f32 } if (objId == OBJ_EFFECT_376) { - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); effect->unk_4A = 180; effect->scale2 = 5.0f; return; @@ -2475,8 +2474,8 @@ void func_8007E93C(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPos, f32 effect->vel.z = sp34.z - D_80177D08; if (objId == OBJ_EFFECT_353) { - effect->obj.rot.x = (sp54 * 180.0f) / M_PI; - effect->obj.rot.y = (sp50 * 180.0f) / M_PI; + effect->obj.rot.x = RAD_TO_DEG(sp54); + effect->obj.rot.y = RAD_TO_DEG(sp50); } if (objId == OBJ_EFFECT_356) { @@ -2484,7 +2483,7 @@ void func_8007E93C(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPos, f32 } if (objId == OBJ_EFFECT_376) { - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); effect->unk_4A = 180; effect->scale2 = 5.0f; return; @@ -2737,7 +2736,7 @@ void func_8007F6B0(Effect* effect) { } if (!(gGameFrameCount & 3) && (effect->state == 0)) { - randfloat = Rand_ZeroOne() * 30.0f; + randfloat = RAND_FLOAT(30.0f); for (i = 0; i < 36; i += 2) { temp = (i * 10.0f * M_DTOR) + randfloat; sin = __sinf(temp) * effect->scale2 * 8.0f; @@ -2784,7 +2783,7 @@ void func_8007F958(Effect* effect) { } if (!(gGameFrameCount & 1)) { - randFloat = Rand_ZeroOne() * 144.0f; + randFloat = RAND_FLOAT(144.0f); for (i = 0; i < 5; i++) { temp = (i * 72.0f * M_DTOR) + randFloat; sin = __sinf(temp) * effect->scale2 * 16.0f; @@ -2825,7 +2824,7 @@ void func_8007FBE0(Effect* effect) { } if (!(gGameFrameCount & 1)) { - randFloat = Rand_ZeroOne() * 144.0f; + randFloat = RAND_FLOAT(144.0f); for (i = 0; i < 10; i++) { temp = (i * 36.0f * M_DTOR) + randFloat; sin = __sinf(temp) * effect->scale2 * 16.0f; @@ -2886,7 +2885,7 @@ void func_8007FE88(Effect* effect) { (fabsf(gPlayer[0].pos.y - effect->obj.pos.y) < (30.0f + var_fa0))) { if ((gPlayer[0].unk_280 != 0) || (gPlayer[0].timer_27C != 0)) { effect->obj.rot.y = 90.0f; - effect->obj.rot.x = Rand_ZeroOne() * 360.0f; + effect->obj.rot.x = RAND_FLOAT(360.0f); Matrix_RotateY(gCalcMatrix, effect->obj.rot.y * M_DTOR, 0); Matrix_RotateX(gCalcMatrix, effect->obj.rot.x * M_DTOR, 1); srcVelocity.x = 0.0f; @@ -3019,7 +3018,7 @@ void func_8008040C(Effect* effect) { (fabsf(gPlayer[0].pos.y - effect->obj.pos.y) < (30.0f + var_fa0))) { if ((gPlayer[0].unk_280 != 0) || (gPlayer[0].timer_27C != 0)) { effect->obj.rot.y = 90.0f; - effect->obj.rot.x = Rand_ZeroOne() * 360.0f; + effect->obj.rot.x = RAND_FLOAT(360.0f); Matrix_RotateY(gCalcMatrix, effect->obj.rot.y * M_DTOR, 0); Matrix_RotateX(gCalcMatrix, effect->obj.rot.x * M_DTOR, 1); srcVelocity.y = 0.0f; @@ -3089,7 +3088,7 @@ void func_8008092C(Effect* effect) { RCP_SetupDL(&gMasterDisp, 0x31); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 0, 255); gDPSetEnvColor(gMasterDisp++, 255, 0, 0, 255); - Matrix_RotateZ(gGfxMatrix, 0.5235988f, 1); + Matrix_RotateZ(gGfxMatrix, 30.0f * M_DTOR, 1); Matrix_Scale(gGfxMatrix, 3.0f, 1.5f, 3.0f, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1024AC0); @@ -3269,7 +3268,7 @@ void func_80080D04(Effect* effect) { for (i = 0; i < 7; i++) { Matrix_Translate(gGfxMatrix, 0.0f, 10.0f, 0.0f, 1); - Matrix_RotateZ(gGfxMatrix, (M_PI / 4), 1); + Matrix_RotateZ(gGfxMatrix, M_PI / 4, 1); Matrix_Translate(gGfxMatrix, 1.0f, 20.0f, 0.0f, 1); Matrix_Push(&gGfxMatrix); Matrix_Scale(gGfxMatrix, 0.25f, 1.0f, 1.0f, 1); @@ -3353,12 +3352,12 @@ void func_8008165C(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 break; case 5: - effect->vel.x = (Rand_ZeroOne() - 0.5f) * 20.0f; - effect->vel.y = (Rand_ZeroOne() * 20.0f) + 30.0f; - effect->vel.z = Rand_ZeroOne() * 30.0f; + effect->vel.x = RAND_FLOAT_CENTERED(20.0f); + effect->vel.y = RAND_FLOAT(20.0f) + 30.0f; + effect->vel.z = RAND_FLOAT(30.0f); effect->unk_46 = 5; - effect->unk_44 = ((Rand_ZeroOne() - 0.5f) * 20.0f) * 1.5f; + effect->unk_44 = RAND_FLOAT_CENTERED(20.0f) * 1.5f; effect->info.unk_14 = 0; effect->unk_4A = 0xFF; break; @@ -3369,27 +3368,27 @@ void func_8008165C(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 break; case 7: - effect->vel.y = (Rand_ZeroOne() * 7.0f) + 7.0f; - effect->vel.x = (Rand_ZeroOne() - 0.5f) * 10.0f; - effect->vel.z = (Rand_ZeroOne() - 0.5f) * 10.0f; + effect->vel.y = RAND_FLOAT(7.0f) + 7.0f; + effect->vel.x = RAND_FLOAT_CENTERED(10.0f); + effect->vel.z = RAND_FLOAT_CENTERED(10.0f); - effect->scale2 = ((Rand_ZeroOne() * 0.8f) + 0.3f) * scale2; - effect->timer_50 = (s32) (Rand_ZeroOne() * 50.0f) + 70; - effect->obj.rot.x = Rand_ZeroOne() * 360.0f; + effect->scale2 = (RAND_FLOAT(0.8f) + 0.3f) * scale2; + effect->timer_50 = RAND_INT(50.0f) + 70; + effect->obj.rot.x = RAND_FLOAT(360.0f); - effect->unk_60.x = (Rand_ZeroOne() - 0.5f) * 30.0f; - effect->unk_60.y = (Rand_ZeroOne() - 0.5f) * 30.0f; - effect->unk_60.z = (Rand_ZeroOne() - 0.5f) * 30.0f; + effect->unk_60.x = RAND_FLOAT_CENTERED(30.0f); + effect->unk_60.y = RAND_FLOAT_CENTERED(30.0f); + effect->unk_60.z = RAND_FLOAT_CENTERED(30.0f); effect->info.unk_14 = 0; break; case 9: - effect->obj.pos.x += (Rand_ZeroOne() - 0.5f) * 600.0f; - effect->obj.pos.y += (Rand_ZeroOne() - 0.5f) * 600.0f; - effect->obj.pos.z += ((Rand_ZeroOne() - 0.5f) * 300.0f) + 300.0f; + effect->obj.pos.x += RAND_FLOAT_CENTERED(600.0f); + effect->obj.pos.y += RAND_FLOAT_CENTERED(600.0f); + effect->obj.pos.z += RAND_FLOAT_CENTERED(300.0f) + 300.0f; effect->scale1 = 0.0f; - effect->scale2 = Rand_ZeroOne() + 1.0f; + effect->scale2 = RAND_FLOAT(1.0f) + 1.0f; break; case 10: @@ -3514,10 +3513,10 @@ void func_80081C5C(Effect* effect) { } if (!(gGameFrameCount & 1)) { - func_8007C484(((Rand_ZeroOne() - 0.5f) * 50.0f) + effect->obj.pos.x, - ((Rand_ZeroOne() - 0.5f) * 50.0f) + effect->obj.pos.y, - ((Rand_ZeroOne() - 0.5f) * 50.0f) + effect->obj.pos.z, effect->vel.x, effect->vel.y, - effect->vel.z, (Rand_ZeroOne() * 0.05f) + 0.05f, 0); + func_8007C484(RAND_FLOAT_CENTERED(50.0f) + effect->obj.pos.x, + RAND_FLOAT_CENTERED(50.0f) + effect->obj.pos.y, + RAND_FLOAT_CENTERED(50.0f) + effect->obj.pos.z, effect->vel.x, effect->vel.y, + effect->vel.z, RAND_FLOAT(0.05f) + 0.05f, 0); } if (func_8006351C(effect->index, &effect->obj.pos, &velocity, 1) != 0) { @@ -3580,10 +3579,10 @@ void func_80081C5C(Effect* effect) { } if (!(gGameFrameCount & 3)) { - func_8007C120((((Rand_ZeroOne() - 0.5f) * effect->scale2) * 50.0f) + effect->obj.pos.x, - (((Rand_ZeroOne() - 0.5f) * effect->scale2) * 50.0f) + effect->obj.pos.y, - (((Rand_ZeroOne() - 0.5f) * effect->scale2) * 50.0f) + effect->obj.pos.z, effect->vel.x, - effect->vel.y, effect->vel.z, (Rand_ZeroOne() * 0.03f) + 0.05f, 10); + func_8007C120((RAND_FLOAT_CENTERED(effect->scale2) * 50.0f) + effect->obj.pos.x, + (RAND_FLOAT_CENTERED(effect->scale2) * 50.0f) + effect->obj.pos.y, + (RAND_FLOAT_CENTERED(effect->scale2) * 50.0f) + effect->obj.pos.z, effect->vel.x, + effect->vel.y, effect->vel.z, RAND_FLOAT(0.03f) + 0.05f, 10); } if (func_8006351C(effect->index, &effect->obj.pos, &velocity, 1) != 0) { func_8007B344(effect->obj.pos.x, effect->obj.pos.y, effect->obj.pos.z, 3.0f, 7); @@ -3784,14 +3783,13 @@ void func_80081C5C(Effect* effect) { effect->unk_46 -= 1; } if ((!(gGameFrameCount & 0xF)) && (effect->timer_50 == 0)) { - D_800D18EC = Math_Atan2F(gPlayer[0].camEye.x - gBosses[0].obj.pos.x, - gPlayer[0].camEye.z - (gBosses[0].obj.pos.z + D_80177D20)) * - 180.0f / M_PI; + D_800D18EC = RAD_TO_DEG(Math_Atan2F(gPlayer[0].camEye.x - gBosses[0].obj.pos.x, + gPlayer[0].camEye.z - (gBosses[0].obj.pos.z + D_80177D20))); - D_800D18E8 = -Math_Atan2F(gPlayer[0].camEye.y - gBosses[0].obj.pos.y, - sqrtf(SQ(gPlayer[0].camEye.z - (gBosses[0].obj.pos.z + D_80177D20)) + - SQ(gPlayer[0].camEye.x - gBosses[0].obj.pos.x))) * - 180.0f / M_PI; + D_800D18E8 = RAD_TO_DEG( + -Math_Atan2F(gPlayer[0].camEye.y - gBosses[0].obj.pos.y, + sqrtf(SQ(gPlayer[0].camEye.z - (gBosses[0].obj.pos.z + D_80177D20)) + + SQ(gPlayer[0].camEye.x - gBosses[0].obj.pos.x)))); } if (gBosses[0].timer_050 == 0) { gBosses[0].swork[39] = effect->index; @@ -4051,10 +4049,10 @@ void func_800837EC(Effect* effect) { var_fv1 = effect->unk_60.y * 100.0f; } for (i = 0; i < var_s2; i++) { - func_80081BEC(((Rand_ZeroOne() - 0.5f) * (effect->scale2 * 200.0f)) + effect->obj.pos.x, - ((Rand_ZeroOne() - 0.5f) * (effect->scale2 * 100.0f)) + (effect->obj.pos.y + var_fv1), - ((Rand_ZeroOne() - 0.5f) * (effect->scale2 * 200.0f)) + effect->obj.pos.z, - 0.3f - ((Rand_ZeroOne() - 0.5f) * 0.2f), 0xB); + func_80081BEC(effect->obj.pos.x + RAND_FLOAT_CENTERED(effect->scale2 * 200.0f), + effect->obj.pos.y + var_fv1 + RAND_FLOAT_CENTERED(effect->scale2 * 100.0f), + effect->obj.pos.z + RAND_FLOAT_CENTERED(effect->scale2 * 200.0f), + 0.3f - RAND_FLOAT_CENTERED(0.2f), 11); } effect->state++; } @@ -4071,10 +4069,8 @@ void func_800837EC(Effect* effect) { break; } - effect->obj.rot.y = - (Math_Atan2F(gPlayer[0].camEye.x - effect->obj.pos.x, gPlayer[0].camEye.z - (effect->obj.pos.z + D_80177D20)) * - 180.0f) / - M_PI; + effect->obj.rot.y = RAD_TO_DEG( + Math_Atan2F(gPlayer[0].camEye.x - effect->obj.pos.x, gPlayer[0].camEye.z - (effect->obj.pos.z + D_80177D20))); } void func_80083B8C(Effect* effect) { @@ -4174,8 +4170,8 @@ void func_80083FA8(Effect* effect) { return; } - effect->obj.rot.y = (-gPlayer[0].unk_058 * 180.0f) / M_PI; - effect->obj.rot.x = (gPlayer[0].unk_05C * 180.0f) / M_PI; + effect->obj.rot.y = RAD_TO_DEG(-gPlayer[0].unk_058); + effect->obj.rot.x = RAD_TO_DEG(gPlayer[0].unk_05C); effect->obj.rot.z += 20.0f; Matrix_RotateZ(gCalcMatrix, effect->unk_60.z * M_DTOR, 0); diff --git a/src/main/fox_enmy.c b/src/main/fox_enmy.c index 69324c7d..eb067a5d 100644 --- a/src/main/fox_enmy.c +++ b/src/main/fox_enmy.c @@ -258,12 +258,12 @@ void func_80061958(Effect* effect, f32 xPos, f32 yPos, f32 zPos) { if (gCurrentLevel == LEVEL_AQUAS) { effect->timer_50 = 200; effect->scale2 = 0.3f; - effect->scale1 = Rand_ZeroOne() * 255.0f; + effect->scale1 = RAND_FLOAT(255.0f); } effect->obj.pos.x = xPos; effect->obj.pos.y = yPos; effect->obj.pos.z = zPos; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); Object_SetInfo(&effect->info, effect->obj.id); if (gLevelType == LEVELTYPE_PLANET) { effect->info.unk_10 = 100.0f; @@ -275,14 +275,11 @@ void func_80061A4C(void) { f32 x; f32 y; f32 z; - f32 sp1C; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - sp1C = (Rand_ZeroOne() - 0.5f); - x = gPlayer[0].pos.x + (sp1C * 400.0f) + (5.0f * gPlayer[0].vel.x); - sp1C = (Rand_ZeroOne() - 0.5f); - y = gPlayer[0].pos.y + (sp1C * 400.0f) + (5.0f * gPlayer[0].vel.y); + x = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(400.0f) + (5.0f * gPlayer[0].vel.x); + y = gPlayer[0].pos.y + RAND_FLOAT_CENTERED(400.0f) + (5.0f * gPlayer[0].vel.y); z = -D_80177D20 - 500.0f; if (D_80177D08 < 0.0f) { z = -D_80177D20 + 500.0f; @@ -298,17 +295,14 @@ void func_80061B68(void) { f32 x; f32 y; f32 z; - f32 sp1C; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - sp1C = (Rand_ZeroOne() - 0.5f); - x = gPlayer[0].pos.x + (sp1C * 2000.0f) + (5.0f * gPlayer[0].vel.x); + x = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(2000.0f) + (5.0f * gPlayer[0].vel.x); y = 0; while (y <= gGroundLevel) { - sp1C = (Rand_ZeroOne() - 0.5f); - y = gPlayer[0].pos.y + (sp1C * 2000.0f) + (5.0f * gPlayer[0].vel.y); + y = gPlayer[0].pos.y + RAND_FLOAT_CENTERED(2000.0f) + (5.0f * gPlayer[0].vel.y); } z = -D_80177D20 - 3000.0f; if (D_80177D08 < 0.0f) { @@ -325,15 +319,12 @@ void func_80061CD0(void) { f32 x; f32 y; f32 z; - f32 sp1C; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - sp1C = (Rand_ZeroOne() - 0.5f); - x = gPlayer[gPlayerNum].pos.x + (sp1C * 3000.0f) + (5.0f * gPlayer[gPlayerNum].vel.x); - sp1C = (Rand_ZeroOne() - 0.5f); - y = gPlayer[gPlayerNum].pos.y + 1000.0f + (sp1C * 500.0f) + (5.0f * gPlayer[gPlayerNum].vel.y); - z = -D_80177D20 - 2000.0f * Rand_ZeroOne(); + x = gPlayer[gPlayerNum].pos.x + RAND_FLOAT_CENTERED(3000.0f) + (5.0f * gPlayer[gPlayerNum].vel.x); + y = gPlayer[gPlayerNum].pos.y + 1000.0f + RAND_FLOAT_CENTERED(500.0f) + (5.0f * gPlayer[gPlayerNum].vel.y); + z = -D_80177D20 - RAND_FLOAT(2000.0f); if (D_80177D08 < 0.0f) { z = -D_80177D20 + 1000.0f; } @@ -926,7 +917,7 @@ void func_80063CAC(Object_80* obj80) { gActors[i].obj.pos.x = obj80->obj.pos.x; gActors[i].obj.pos.y = obj80->obj.pos.y; gActors[i].obj.pos.z = obj80->obj.pos.z; - gActors[i].obj.rot.y = Rand_ZeroOne() * 360.0f; + gActors[i].obj.rot.y = RAND_FLOAT(360.0f); Object_SetInfo(&gActors[i].info, gActors[i].obj.id); break; } @@ -1022,8 +1013,8 @@ void Object_Init(s32 index, ObjectId objId) { func_i5_801B6E20(gEffects[index].obj.pos.x, gEffects[index].obj.pos.z + D_80177D20, &sp54, &sp4C, &sp50); gEffects[index].obj.pos.y = sp4C + 3.0f; - gEffects[index].obj.rot.x = (sp54 * 180.0f) / M_PI; - gEffects[index].obj.rot.z = (sp50 * 180.0f) / M_PI; + gEffects[index].obj.rot.x = RAD_TO_DEG(sp54); + gEffects[index].obj.rot.z = RAD_TO_DEG(sp50); } else if (gCurrentLevel == LEVEL_MACBETH) { gEffects[index].obj.status = OBJ_FREE; } @@ -1106,12 +1097,12 @@ void Object_Init(s32 index, ObjectId objId) { case OBJ_ACTOR_186: gActors[index].unk_046 = gFogRed; gActors[index].unk_048 = gFogNear; - gActors[index].obj.rot.x = Rand_ZeroOne() * 360.0f; - gActors[index].obj.rot.y = Rand_ZeroOne() * 360.0f; + gActors[index].obj.rot.x = RAND_FLOAT(360.0f); + gActors[index].obj.rot.y = RAND_FLOAT(360.0f); break; case OBJ_ACTOR_181: - gActors[index].obj.rot.x = Rand_ZeroOne() * 360.0f; - gActors[index].obj.rot.y = Rand_ZeroOne() * 360.0f; + gActors[index].obj.rot.x = RAND_FLOAT(360.0f); + gActors[index].obj.rot.y = RAND_FLOAT(360.0f); gActors[index].health = 200; break; case OBJ_ACTOR_202: @@ -1332,8 +1323,8 @@ void func_800652CC(Object_80* obj80) { if ((D_801784AC == 4) && (obj80->state == 0)) { func_i5_801B6E20(obj80->obj.pos.x, obj80->obj.pos.z + D_80177D20, &sp2C, &sp24, &sp28); obj80->obj.pos.y = sp24 + 3.0f; - obj80->obj.rot.x = (sp2C * 180.0f) / M_PI; - obj80->obj.rot.z = (sp28 * 180.0f) / M_PI; + obj80->obj.rot.x = RAD_TO_DEG(sp2C); + obj80->obj.rot.z = RAD_TO_DEG(sp28); obj80->state++; } } @@ -1342,7 +1333,7 @@ void func_80065380(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 arg4, f32 arg Actor_Initialize(actor); actor->obj.status = OBJ_ACTIVE; actor->obj.id = OBJ_ACTOR_182; - actor->timer_0BC = (s32) (Rand_ZeroOne() * 10.0f) + 10; + actor->timer_0BC = RAND_INT(10.0f) + 10; actor->timer_0C2 = 30; actor->vel.x = arg4; actor->vel.y = arg5; @@ -1352,8 +1343,8 @@ void func_80065380(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 arg4, f32 arg actor->obj.pos.z = zPos; actor->unk_046 = 0xFF; actor->unk_048 = 900; - actor->obj.rot.z = Rand_ZeroOne() * 360.0f; - actor->obj.rot.y = Rand_ZeroOne() * 360.0f; + actor->obj.rot.z = RAND_FLOAT(360.0f); + actor->obj.rot.y = RAND_FLOAT(360.0f); Object_SetInfo(&actor->info, actor->obj.id); } @@ -1375,8 +1366,8 @@ void func_800654E4(Object* obj) { func_8007D2C8(obj->pos.x, obj->pos.y, obj->pos.z, 12.0f); for (var_s1 = 0; var_s1 < 4; var_s1++) { - func_8006546C(obj->pos.x, obj->pos.y, obj->pos.z, (Rand_ZeroOne() - 0.5f) * 40.0f, - (Rand_ZeroOne() - 0.5f) * 40.0f, Rand_ZeroOne() * -20.0f); + func_8006546C(obj->pos.x, obj->pos.y, obj->pos.z, RAND_FLOAT_CENTERED(40.0f), RAND_FLOAT_CENTERED(40.0f), + RAND_FLOAT(-20.0f)); } } @@ -1495,7 +1486,7 @@ void func_800656D4(Actor* actor) { actor->unk_180 = gActors[spC4].obj.pos.x; if ((fabsf(actor->obj.pos.x - gActors[spC4].obj.pos.x) < 400.0f) && (fabsf(actor->obj.pos.z - gActors[spC4].obj.pos.z) < 400.0f)) { - if ((Rand_ZeroOne() * (spC4 - 1)) < 0.6f) { + if (RAND_FLOAT(spC4 - 1) < 0.6f) { gActors[spC4].iwork[9] = 1; } } @@ -1516,10 +1507,10 @@ void func_800656D4(Actor* actor) { if (actor->unk_0B4 == 1) { sp80 = 0.1f; } - spD0 = __sinf(actor->fwork[0] * M_DTOR) * sp80; - sp88 = __cosf(actor->fwork[1] * M_DTOR) * sp80; - spD4 = __cosf(actor->obj.rot.y * M_DTOR) * sp88; - spCC = -__sinf(actor->obj.rot.y * M_DTOR) * sp88; + spD0 = SIN_DEG(actor->fwork[0]) * sp80; + sp88 = COS_DEG(actor->fwork[1]) * sp80; + spD4 = COS_DEG(actor->obj.rot.y) * sp88; + spCC = -SIN_DEG(actor->obj.rot.y) * sp88; sp88 = (actor->unk_180 + spD4) - actor->obj.pos.x; sp84 = (actor->unk_184 + spD0) - actor->obj.pos.y; sp80 = (actor->unk_188 + spCC) - actor->obj.pos.z; @@ -1699,8 +1690,8 @@ void func_8006654C(Actor* actor) { actor->obj.pos.y = gGroundLevel + 130.0f; actor->vel.y = 0.0f; } - actor->vel.x = __sinf(actor->obj.rot.y * M_DTOR) * actor->fwork[0]; - actor->vel.z = __cosf(actor->obj.rot.y * M_DTOR) * actor->fwork[0]; + actor->vel.x = SIN_DEG(actor->obj.rot.y) * actor->fwork[0]; + actor->vel.z = COS_DEG(actor->obj.rot.y) * actor->fwork[0]; switch (actor->state) { case 0: if (actor->fwork[0] < 20.0f) { @@ -1739,7 +1730,7 @@ void func_8006654C(Actor* actor) { actor->scale = 0.8f; if (actor->unk_0D0 != 0) { actor->obj.status = OBJ_DYING; - actor->vel.y = (Rand_ZeroOne() * 5.0f) + 6.0f; + actor->vel.y = RAND_FLOAT(5.0f) + 6.0f; if (actor->unk_0D0 == 2) { actor->vel.y = -2.0f; } @@ -1830,7 +1821,7 @@ void func_80066C00(Object_80* obj80) { sp64.z = zf; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp64, &sp58); func_8007D0E0(obj80->obj.pos.x + sp58.x, obj80->obj.pos.y + sp58.y, obj80->obj.pos.z + sp58.z, - Rand_ZeroOne() + 2.0f); + RAND_FLOAT(1.0f) + 2.0f); } } @@ -1934,7 +1925,7 @@ void func_800671D0(Item* item) { if (!(var_v0 & gGameFrameCount)) { Matrix_RotateY(gCalcMatrix, gGameFrameCount * 23.0f * M_DTOR, 0); sp40.x = 50.0f; - sp40.y = (Rand_ZeroOne() - 0.5f) * 120.0f; + sp40.y = RAND_FLOAT_CENTERED(120.0f); sp40.z = 0.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp40, &sp34); func_80078E50(item->obj.pos.x + sp34.x, item->obj.pos.y + sp34.y, item->obj.pos.z + sp34.z, 3.0f); @@ -1956,7 +1947,7 @@ void func_80067348(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRo actor->vel.x = arg6; actor->vel.y = arg7; actor->vel.z = arg8; - actor->timer_0BC = (s32) (Rand_ZeroOne() * 15.0f) + 25.0f; + actor->timer_0BC = RAND_INT(15.0f) + 25.0f; actor->gravity = 0.5f; Object_SetInfo(&actor->info, actor->obj.id); } @@ -2006,8 +1997,8 @@ void func_8006753C(Actor* actor) { for (i = 0; i < 6; i++) { func_800674B4(D_800CFEC4[i].x + actor->obj.pos.x, D_800CFEC4[i].y + actor->obj.pos.y, D_800CFEC4[i].z + actor->obj.pos.z, D_800CFF0C[i].y + actor->obj.rot.y, - D_800CFF0C[i].x + actor->obj.rot.x, (Rand_ZeroOne() - 0.5f) * 40.0f, - (Rand_ZeroOne() * 10.0f) + 10.0f, (Rand_ZeroOne() - 0.5f) * 40.0f); + D_800CFF0C[i].x + actor->obj.rot.x, RAND_FLOAT_CENTERED(40.0f), RAND_FLOAT(10.0f) + 10.0f, + RAND_FLOAT_CENTERED(40.0f)); func_800794CC(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 0.6f); } Object_Kill(&actor->obj, actor->sfxPos); diff --git a/src/main/fox_enmy2.c b/src/main/fox_enmy2.c index ab4002ba..73583e8e 100644 --- a/src/main/fox_enmy2.c +++ b/src/main/fox_enmy2.c @@ -35,7 +35,7 @@ void func_8006A800(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 arg4) { effect->scale1 = 0.1f; } - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); Object_SetInfo(&effect->info, effect->obj.id); } @@ -67,9 +67,9 @@ void func_8006A984(Effect* effect, f32 xPos, f32 yPos, f32 zPos) { effect->unk_44 = 40; effect->scale2 = 5.0f; - effect->scale1 = 2.0f * (Rand_ZeroOne() - 0.5f); + effect->scale1 = RAND_FLOAT_CENTERED(2.0f); effect->vel.y = 10.0f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); Object_SetInfo(&effect->info, effect->obj.id); } @@ -92,8 +92,8 @@ void func_8006AA98(Object_80* obj80) { if ((gGameFrameCount % 4) == 0) { Matrix_RotateY(gCalcMatrix, obj80->obj.rot.y * M_DTOR, 0); - sp18.x = (Rand_ZeroOne() - 0.5f) * 700.0f; - sp18.y = Rand_ZeroOne() * 50.0f; + sp18.x = RAND_FLOAT_CENTERED(700.0f); + sp18.y = RAND_FLOAT(50.0f); sp18.z = 700.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp18, &sp24); @@ -359,8 +359,8 @@ void func_8006BA64(Effect* effect, f32 xPos, f32 yPos, f32 zPos) { effect->scale2 = 0.0f; effect->scale1 = 0.12f; - effect->obj.rot.y = Rand_ZeroOne() * 360.0f; - effect->unk_60.y = (Rand_ZeroOne() - 0.5f) * 3.0f; + effect->obj.rot.y = RAND_FLOAT(360.0f); + effect->unk_60.y = RAND_FLOAT_CENTERED(3.0f); Object_SetInfo(&effect->info, effect->obj.id); } @@ -380,7 +380,7 @@ void func_8006BB78(Actor* actor) { switch (actor->state) { case 0: - actor->fwork[10] = (Rand_ZeroOne() - 0.5f) * 1000.0f; + actor->fwork[10] = RAND_FLOAT_CENTERED(1000.0f); actor->state = 1; break; @@ -444,7 +444,7 @@ void func_8006BB78(Actor* actor) { case 4: if (actor->timer_0BC == 0) { actor->state = 0; - actor->obj.rot.y = Rand_ZeroOne() * 360.0f; + actor->obj.rot.y = RAND_FLOAT(360.0f); } break; } @@ -454,8 +454,8 @@ void func_8006BB78(Actor* actor) { } if (!(gGameFrameCount & 7)) { - func_8006A900(((Rand_ZeroOne() - 0.5f) * 50.0f) + actor->obj.pos.x, actor->obj.pos.y + 10.0f, - ((Rand_ZeroOne() - 0.5f) * 50.0f) + actor->obj.pos.z, 0.5f); + func_8006A900(RAND_FLOAT_CENTERED(50.0f) + actor->obj.pos.x, actor->obj.pos.y + 10.0f, + RAND_FLOAT_CENTERED(50.0f) + actor->obj.pos.z, 0.5f); } if ((actor->unk_0D0 != 0) && (actor->unk_0B6 != 0)) { @@ -626,9 +626,9 @@ void func_8006C008(Actor* actor) { case 58: if (actor->unk_046 == 0) { actor->unk_046++; - actor->fwork[0] = (Rand_ZeroOne() - 0.5f) * 30.0f; - actor->fwork[1] = (Rand_ZeroOne() - 0.5f) * 30.0f; - actor->fwork[2] = (Rand_ZeroOne() - 0.5f) * 30.0f; + actor->fwork[0] = RAND_FLOAT_CENTERED(30.0f); + actor->fwork[1] = RAND_FLOAT_CENTERED(30.0f); + actor->fwork[2] = RAND_FLOAT_CENTERED(30.0f); } actor->obj.rot.x += actor->fwork[0]; @@ -701,9 +701,9 @@ void func_8006C008(Actor* actor) { default: if (actor->unk_046 == 0) { actor->unk_046++; - actor->fwork[10] = (Rand_ZeroOne() - 0.5f) * 30.0f; - actor->fwork[11] = (Rand_ZeroOne() - 0.5f) * 30.0f; - actor->fwork[12] = (Rand_ZeroOne() - 0.5f) * 30.0f; + actor->fwork[10] = RAND_FLOAT_CENTERED(30.0f); + actor->fwork[11] = RAND_FLOAT_CENTERED(30.0f); + actor->fwork[12] = RAND_FLOAT_CENTERED(30.0f); } actor->obj.rot.x += actor->fwork[10]; @@ -769,12 +769,12 @@ void func_8006C008(Actor* actor) { if ((actor->state != 2) && (actor->state != 4)) { func_8006BF7C(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z); } else if (gCurrentLevel == LEVEL_FORTUNA) { - func_8007BC7C(((Rand_ZeroOne() - 0.5f) * 10.0f) + actor->obj.pos.x, actor->obj.pos.y, - actor->obj.pos.z, 1.0f); - func_8007BC7C(((Rand_ZeroOne() - 0.5f) * 10.0f) + actor->obj.pos.x, actor->obj.pos.y, - actor->obj.pos.z, 1.0f); - func_8007BC7C(((Rand_ZeroOne() - 0.5f) * 10.0f) + actor->obj.pos.x, actor->obj.pos.y, - actor->obj.pos.z, 1.0f); + func_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, + 1.0f); + func_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, + 1.0f); + func_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, + 1.0f); } } @@ -1817,8 +1817,8 @@ void func_8006F40C(Actor* actor) { case 8: sp6C.x = gPlayer[0].pos.x; sp6C.y = gPlayer[0].pos.y; - gPlayer[0].pos.x += (Rand_ZeroOne() - 0.5f) * 300.0f; - gPlayer[0].pos.y += (Rand_ZeroOne() - 0.5f) * 300.0f; + gPlayer[0].pos.x += RAND_FLOAT_CENTERED(300.0f); + gPlayer[0].pos.y += RAND_FLOAT_CENTERED(300.0f); func_8007F11C(OBJ_EFFECT_353, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, D_80177828); gPlayer[0].pos.x = sp6C.x; gPlayer[0].pos.y = sp6C.y; @@ -1947,8 +1947,8 @@ void func_8006FEEC(Actor* actor) { if (actor->health <= 0) { for (i = 3; i < 11; i++) { - func_i3_801900FC(&actor->vwork[i], &actor->vwork[i + 11], (Rand_ZeroOne() - 0.5f) * 20.0f, - Rand_ZeroOne() * -10.0f, Rand_ZeroOne() * 10.0f, 41, actor->scale, 200, i); + func_i3_801900FC(&actor->vwork[i], &actor->vwork[i + 11], RAND_FLOAT_CENTERED(20.0f), + RAND_FLOAT(-10.0f), RAND_FLOAT(10.0f), 41, actor->scale, 200, i); } actor->unk_044 = 0; func_80066254(actor); @@ -2053,7 +2053,7 @@ void func_800701E0(Actor* actor) { actor->unk_0C9 = 1; if (gLevelType == LEVELTYPE_PLANET) { - actor->timer_04C = (s16) (s32) (Rand_ZeroOne() * 2.9f); + actor->timer_04C = RAND_INT(2.9f); if (actor->unk_0B4 == 2) { actor->timer_04C = 1; if (actor->obj.pos.x < actor->unk_0D8.x) { @@ -2068,14 +2068,14 @@ void func_800701E0(Actor* actor) { if (gLevelMode != LEVELMODE_ALL_RANGE) { actor->vel.x *= 0.5f; - actor->vel.y = Rand_ZeroOne() * 5.0f; + actor->vel.y = RAND_FLOAT(5.0f); if (actor->vel.z < 0.0f) { actor->vel.z = actor->vel.z; } else { actor->vel.z = actor->vel.z * 0.3f; } if (((actor->obj.pos.z + D_80177D20) > -3000.0f) && (actor->vel.z > 0.0f)) { - actor->vel.z = Rand_ZeroOne() * -10.0f; + actor->vel.z = RAND_FLOAT(-10.0f); } } @@ -2107,8 +2107,8 @@ void func_800701E0(Actor* actor) { default: actor->timer_0BC = 35; actor->timer_04C = 2; - actor->vel.y = (Rand_ZeroOne() - 0.5f) * 20.0f; - actor->vel.x = (Rand_ZeroOne() - 0.5f) * 20.0f; + actor->vel.y = RAND_FLOAT_CENTERED(20.0f); + actor->vel.x = RAND_FLOAT_CENTERED(20.0f); actor->vel.z = 0.0f; break; } @@ -2756,17 +2756,17 @@ void func_80071DC0(Actor* actor) { Matrix_RotateZ(gCalcMatrix, actor->obj.rot.z * M_DTOR, 1); if (actor->unk_0B4 == 30) { - rInd = Rand_ZeroOne() * (ARRAY_COUNT(D_800D1074) - 1.1f); // off by 1 error? + rInd = RAND_FLOAT(ARRAY_COUNT(D_800D1074) - 1.1f); // off by 1 error? Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_800D1074[rInd], &sp38); } if (actor->unk_0B4 == 17) { - rInd = Rand_ZeroOne() * (ARRAY_COUNT(D_800D0DD4) - 0.1f); + rInd = RAND_FLOAT(ARRAY_COUNT(D_800D0DD4) - 0.1f); Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_800D0DD4[rInd], &sp38); } if (actor->unk_0B4 == 31) { - rInd = Rand_ZeroOne() * (ARRAY_COUNT(D_800D1194) - 0.1f); + rInd = RAND_FLOAT(ARRAY_COUNT(D_800D1194) - 0.1f); Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_800D1194[rInd], &sp38); } @@ -2853,8 +2853,8 @@ void func_800722EC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 yRot) { effect->obj.pos.z = zPos; effect->unk_44 = 250; effect->scale2 = 2.0f; - effect->scale1 = (Rand_ZeroOne() - 0.5f) * 200.0f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->scale1 = RAND_FLOAT_CENTERED(200.0f); + effect->obj.rot.z = RAND_FLOAT(360.0f); effect->unk_4C = effect->state = 1; Object_SetInfo(&effect->info, effect->obj.id); } @@ -2912,9 +2912,9 @@ void func_80072594(Actor* actor) { f32 spE8; f32 spE4; f32 spE0; - f32 spDC; - f32 spD8; - f32 spD4; + f32 spDC = 0.0f; + f32 spD8 = 0.0f; + f32 spD4 = 0.0f; s32 pad; f32 spCC; f32 spC8; @@ -2923,10 +2923,6 @@ void func_80072594(Actor* actor) { Vec3f spAC; Vec3f spA0; - spDC = 0.0f; - spD8 = 0.0f; - spD4 = 0.0f; - if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_7) || (D_8017828C != 0)) { Object_Kill(&actor->obj, actor->sfxPos); return; @@ -3114,8 +3110,8 @@ void func_80072594(Actor* actor) { break; case 13: - spDC = __sinf(((actor->index * 45) + gGameFrameCount) * M_DTOR) * actor->fwork[17]; - spD8 = __cosf(((actor->index * 45) + (gGameFrameCount * 2)) * M_DTOR) * actor->fwork[17]; + spDC = SIN_DEG((actor->index * 45) + gGameFrameCount) * actor->fwork[17]; + spD8 = COS_DEG((actor->index * 45) + (gGameFrameCount * 2)) * actor->fwork[17]; pad = actor->iwork[1]; pad = gActors[pad].iwork[12]; D_Timer_80161670[pad] = 5; @@ -3386,9 +3382,9 @@ void func_80072594(Actor* actor) { case 95: case 96: if (!(gGameFrameCount & 7)) { - actor->fwork[18] = Rand_ZeroOne() * 255.0f; - actor->fwork[19] = Rand_ZeroOne() * 255.0f; - actor->fwork[20] = Rand_ZeroOne() * 255.0f; + actor->fwork[18] = RAND_FLOAT(255.0f); + actor->fwork[19] = RAND_FLOAT(255.0f); + actor->fwork[20] = RAND_FLOAT(255.0f); } Math_SmoothStepToF(&actor->fwork[15], actor->fwork[18], 1.0f, 10.0f, 0.0f); Math_SmoothStepToF(&actor->fwork[16], actor->fwork[19], 1.0f, 10.0f, 0.0f); @@ -3442,7 +3438,7 @@ void func_80072594(Actor* actor) { } if (((s32) gGameFrameCount % 3) == 0) { func_i3_8019E9F4(actor->obj.pos.x, actor->obj.pos.y - 20, actor->obj.pos.z - 180.0f, 0.0f, - Rand_ZeroOne() * 20.0f * -1.0f, 0.0f, 4.0f, 2); + RAND_FLOAT(20.0f) * -1.0f, 0.0f, 4.0f, 2); } } else if (actor->unk_0B6 >= Animation_GetFrameCount(&D_40057AC)) { actor->unk_0B6 = 0; @@ -3507,22 +3503,22 @@ void func_80072594(Actor* actor) { effect->obj.pos.x = actor->obj.pos.x + sp90.x; effect->obj.pos.y = actor->obj.pos.y + sp90.y; effect->obj.pos.z = actor->obj.pos.z; - effect->obj.rot.x = Rand_ZeroOne() * 360.0f; - effect->obj.rot.y = Rand_ZeroOne() * 360.0f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; - sp84.x = (Rand_ZeroOne() * 25.0f) + 30.0f; - sp84.y = (Rand_ZeroOne() * 25.0f) + 20.0f; + effect->obj.rot.x = RAND_FLOAT(360.0f); + effect->obj.rot.y = RAND_FLOAT(360.0f); + effect->obj.rot.z = RAND_FLOAT(360.0f); + sp84.x = RAND_FLOAT(25.0f) + 30.0f; + sp84.y = RAND_FLOAT(25.0f) + 20.0f; sp84.z = 0.0f; effect->unk_44 = 10; effect->scale2 = 1.0f; - Matrix_RotateY(gCalcMatrix, ((Rand_ZeroOne() * 180.0f) + 180.0f) * M_DTOR, 0); + Matrix_RotateY(gCalcMatrix, (RAND_FLOAT(180.0f) + 180.0f) * M_DTOR, 0); Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp84, &sp78); effect->vel.x = sp78.x; effect->vel.y = sp78.y; effect->vel.z = sp78.z; - effect->unk_60.x = (Rand_ZeroOne() - 0.5f) + 5.0f; - effect->unk_60.y = (Rand_ZeroOne() - 0.5f) + 5.0f; - effect->unk_60.z = (Rand_ZeroOne() - 0.5f) + 5.0f; + effect->unk_60.x = RAND_FLOAT_CENTERED(1.0f) + 5.0f; + effect->unk_60.y = RAND_FLOAT_CENTERED(1.0f) + 5.0f; + effect->unk_60.z = RAND_FLOAT_CENTERED(1.0f) + 5.0f; } } actor->unk_046++; @@ -3540,14 +3536,14 @@ void func_80072594(Actor* actor) { effect->obj.status = OBJ_ACTIVE; - effect->obj.pos.x = ((Rand_ZeroOne() - 0.5f) * 3.0f) + actor->obj.pos.x + sp90.x; - effect->obj.pos.y = ((Rand_ZeroOne() - 0.5f) * 3.0f) + actor->obj.pos.y + sp90.y; - effect->obj.pos.z = ((Rand_ZeroOne() - 0.5f) * 3.0f) + actor->obj.pos.z + 180.0f; + effect->obj.pos.x = actor->obj.pos.x + RAND_FLOAT_CENTERED(3.0f) + sp90.x; + effect->obj.pos.y = actor->obj.pos.y + RAND_FLOAT_CENTERED(3.0f) + sp90.y; + effect->obj.pos.z = actor->obj.pos.z + RAND_FLOAT_CENTERED(3.0f) + 180.0f; effect->scale2 = 9.0f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; - effect->vel.x = (Rand_ZeroOne() - 0.5f) * 5.0f; - effect->vel.y = (Rand_ZeroOne() - 0.5f) * 3.0f + 30.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); + effect->vel.x = RAND_FLOAT_CENTERED(5.0f); + effect->vel.y = RAND_FLOAT_CENTERED(3.0f) + 30.0f; effect->unk_44 = 100; effect->unk_46 = -8; effect->unk_60.z = 3; @@ -3566,13 +3562,13 @@ void func_80072594(Actor* actor) { if (effect != NULL) { effect->unk_78 = effect->unk_7A = 11; effect->obj.status = OBJ_ACTIVE; - effect->obj.pos.x = ((Rand_ZeroOne() - 0.5f) * 3.0f) + actor->obj.pos.x; - effect->obj.pos.y = ((Rand_ZeroOne() - 0.5f) * 5.0f) + actor->obj.pos.y + 50.0f; - effect->obj.pos.z = ((Rand_ZeroOne() - 0.5f) * 3.0f) + actor->obj.pos.z + 200.0f; + effect->obj.pos.x = RAND_FLOAT_CENTERED(3.0f) + actor->obj.pos.x; + effect->obj.pos.y = RAND_FLOAT_CENTERED(5.0f) + actor->obj.pos.y + 50.0f; + effect->obj.pos.z = RAND_FLOAT_CENTERED(3.0f) + actor->obj.pos.z + 200.0f; effect->scale2 = 9.0f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; - effect->vel.x = (Rand_ZeroOne() - 0.5f) * 5.0f; - effect->vel.y = (Rand_ZeroOne() - 0.5f) * 3.0f + 10.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); + effect->vel.x = RAND_FLOAT_CENTERED(5.0f); + effect->vel.y = RAND_FLOAT_CENTERED(3.0f) + 10.0f; effect->unk_44 = 100; effect->unk_46 = -8; effect->unk_60.z = 3; @@ -3634,9 +3630,9 @@ void func_80072594(Actor* actor) { actor->unk_0B6 = 49; } if (gGameFrameCount & 1) { - func_i3_801AC8A8(((Rand_ZeroOne() - 0.5f) * 100.0f) + actor->obj.pos.x, - (Rand_ZeroOne() * 50.0f) + actor->obj.pos.y, - ((Rand_ZeroOne() - 0.5f) * 100.0f) + actor->obj.pos.z, 1.0f, 0); + func_i3_801AC8A8(RAND_FLOAT_CENTERED(100.0f) + actor->obj.pos.x, + RAND_FLOAT(50.0f) + actor->obj.pos.y, + RAND_FLOAT_CENTERED(100.0f) + actor->obj.pos.z, 1.0f, 0); } } actor->timer_0C2 = 10000; @@ -3769,7 +3765,7 @@ void func_80074FF0(Actor* actor) { if ((actor->unk_0B4 != 0x15) && (actor->unk_0B4 != 0x17) && (actor->unk_0B4 != 0x4F) && (actor->unk_0B4 != 0x53) && (actor->unk_0B4 != 0x1B) && (actor->unk_0B4 != 0x33) && (actor->unk_0B4 != 0xD) && (actor->unk_0B4 != 0x48) && (actor->unk_0B4 != 0x1C) && (actor->scale > 0.5f)) { - sp40 = __sinf(actor->timer_0C6 * 400.0f * M_DTOR) * actor->timer_0C6; + sp40 = SIN_DEG(actor->timer_0C6 * 400.0f) * actor->timer_0C6; Matrix_RotateY(gGfxMatrix, M_DTOR * sp40, 1); Matrix_RotateX(gGfxMatrix, M_DTOR * sp40, 1); Matrix_RotateZ(gGfxMatrix, M_DTOR * sp40, 1); @@ -3920,10 +3916,9 @@ void func_80074FF0(Actor* actor) { case 27: if (actor->timer_0C2 != 0) { if (!(actor->timer_0C2 & 3) && (D_80177854 != 0x64)) { - func_8007D0E0(((Rand_ZeroOne() - 0.5f) * 200.0f) + actor->obj.pos.x, - ((Rand_ZeroOne() - 0.5f) * 200.0f) + actor->obj.pos.y, - ((Rand_ZeroOne() - 0.5f) * 200.0f) + actor->obj.pos.z, - (Rand_ZeroOne() * 1.5f) + 2.5f); + func_8007D0E0(RAND_FLOAT_CENTERED(200.0f) + actor->obj.pos.x, + RAND_FLOAT_CENTERED(200.0f) + actor->obj.pos.y, + RAND_FLOAT_CENTERED(200.0f) + actor->obj.pos.z, RAND_FLOAT(1.5f) + 2.5f); } RCP_SetupDL(&gMasterDisp, 0x39); gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); @@ -3934,7 +3929,7 @@ void func_80074FF0(Actor* actor) { break; case 31: - Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_600E0C0); break; @@ -4190,7 +4185,7 @@ void func_800763A4(Actor* actor) { } actor->obj.pos.y -= actor->vel.y; - actor->vel.y = Rand_ZeroOne() * 10.0f; + actor->vel.y = RAND_FLOAT(10.0f); actor->timer_04C = 3; if (gLevelMode == LEVELMODE_ALL_RANGE) { diff --git a/src/main/fox_hud.c b/src/main/fox_hud.c index 5abd4190..0db27a6b 100644 --- a/src/main/fox_hud.c +++ b/src/main/fox_hud.c @@ -252,10 +252,10 @@ void func_80084B94(s32 arg0) { Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, D_800D1A70[i - 1].x, D_800D1A70[i - 1].y, D_800D1A70[i - 1].z, 1); Matrix_Scale(gGfxMatrix, 0.68f, 0.68f, 1.0f, 1); - Matrix_RotateZ(gGfxMatrix, M_PI / 4.0f, 1); + Matrix_RotateZ(gGfxMatrix, M_PI / 4, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_500B600); - Matrix_RotateZ(gGfxMatrix, 3.0f * M_PI / 2.0f, 1); + Matrix_RotateZ(gGfxMatrix, 3 * M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_500B600); Matrix_Pop(&gGfxMatrix); @@ -264,11 +264,11 @@ void func_80084B94(s32 arg0) { } else { Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, -234.0f, -167.0f, -600.0f, 1); - Matrix_RotateZ(gGfxMatrix, M_PI / 4.0f, 1); + Matrix_RotateZ(gGfxMatrix, M_PI / 4, 1); Matrix_Scale(gGfxMatrix, 0.68f, 0.68f, 1.0f, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_500B600); - Matrix_RotateZ(gGfxMatrix, 3.0f * M_PI / 2.0f, 1); + Matrix_RotateZ(gGfxMatrix, 3 * M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_500B600); Matrix_Pop(&gGfxMatrix); @@ -437,7 +437,7 @@ void func_80085944(void) { Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, D_800D1AC4[i + 1], D_800D1AD8[i + 1], -100.0f, 0); - Matrix_RotateZ(gGfxMatrix, (3.14159265358979323846f / 180.0f) * D_801618B0[0], 1); + Matrix_RotateZ(gGfxMatrix, M_DTOR * D_801618B0[0], 1); Matrix_Scale(gGfxMatrix, D_801618B0[i + 2], D_801618B0[i + 2], D_801618B0[i + 2], 1); Matrix_SetGfxMtx(&gMasterDisp); @@ -2721,7 +2721,7 @@ void func_8008C104(u16* texture, u16* arg1) { break; } - angle = (height / 2) * __cosf(M_DTOR * temp1); + angle = (height / 2) * COS_DEG(temp1); temp2 = angle; if (temp2 >= height) { @@ -3733,7 +3733,7 @@ void func_8008FFF0(Boss* boss, s32 arg1) { temp /= 2.0f; } - i = Rand_ZeroOne() * 36.0f; + i = RAND_INT(36.0f); if (!(gGameFrameCount & 2)) { func_8007C120(boss->obj.pos.x + D_800D21C8[i].x, boss->obj.pos.y + D_800D21C8[i].y, @@ -3846,8 +3846,8 @@ s32 func_80090200(Boss* boss) { player->camAt.y = boss->obj.pos.x; player->camAt.z = boss->obj.pos.x; - player->camAt.x += __cosf(M_DTOR * ((f32) boss->timer_050 * 60)) * boss->fwork[9]; - player->camAt.y += __sinf(M_DTOR * ((f32) boss->timer_050 * 179)) * boss->fwork[9]; + player->camAt.x += COS_DEG(boss->timer_050 * 60.0f) * boss->fwork[9]; + player->camAt.y += SIN_DEG(boss->timer_050 * 179.0f) * boss->fwork[9]; } } @@ -4007,7 +4007,7 @@ bool func_80090CCC(Actor* actor) { } if (actor->timer_0BE == 0) { - actor->timer_0BE = (s32) (Rand_ZeroOne() * 200.0f) + 200; + actor->timer_0BE = RAND_INT(200.0f) + 200; actor->fwork[10] = 30.0f; } @@ -4029,20 +4029,20 @@ s32 func_80090E8C(Actor* actor) { if (actor->timer_0BC == 0) { if (gLevelType == LEVELTYPE_SPACE) { - x = (Rand_ZeroOne() - 0.5f) * 20000.0f; - y = (Rand_ZeroOne() - 0.5f) * 5000.0f; - z = (Rand_ZeroOne() - 0.5f) * 20000.0f; + x = RAND_FLOAT_CENTERED(20000.0f); + y = RAND_FLOAT_CENTERED(5000.0f); + z = RAND_FLOAT_CENTERED(20000.0f); } else { - x = (Rand_ZeroOne() - 0.5f) * 10000.0f; - y = Rand_ZeroOne() * 1000.0f; - z = (Rand_ZeroOne() - 0.5f) * 10000.0f; + x = RAND_FLOAT_CENTERED(10000.0f); + y = RAND_FLOAT(1000.0f); + z = RAND_FLOAT_CENTERED(10000.0f); } if ((fabsf(actor->obj.pos.x - x) > 2000.0f) && (fabsf(actor->obj.pos.z - z) > 2000.0f)) { actor->fwork[4] = x; actor->fwork[5] = y; actor->fwork[6] = z; - actor->timer_0BC = (s32) (Rand_ZeroOne() * 20.0f) + 10; + actor->timer_0BC = RAND_INT(20.0f) + 10; } } @@ -4058,7 +4058,7 @@ s32 func_80090E8C(Actor* actor) { } if (actor->timer_0BE == 0) { - actor->timer_0BE = (s32) (Rand_ZeroOne() * 200.0f) + 200; + actor->timer_0BE = RAND_INT(200.0f) + 200; actor->fwork[10] = 30.0f; } return false; @@ -4068,10 +4068,10 @@ bool func_800910C0(Actor* actor) { f32 var_fv1; if (actor->timer_0BC == 0) { - actor->vwork[28].x = (Rand_ZeroOne() - 0.5f) * 2000.0f; - actor->vwork[28].y = (Rand_ZeroOne() * 1000.0f) + 200.0f; - actor->vwork[28].z = (Rand_ZeroOne() - 0.5f) * 2000.0f; - actor->timer_0BC = (s32) (Rand_ZeroOne() * 20.0f) + 10; + actor->vwork[28].x = RAND_FLOAT_CENTERED(2000.0f); + actor->vwork[28].y = RAND_FLOAT(1000.0f) + 200.0f; + actor->vwork[28].z = RAND_FLOAT_CENTERED(2000.0f); + actor->timer_0BC = RAND_INT(20.0f) + 10; } actor->fwork[4] = gBosses[0].obj.pos.x + actor->vwork[28].x; @@ -4090,7 +4090,7 @@ bool func_800910C0(Actor* actor) { } if (actor->timer_0BE == 0) { - actor->timer_0BE = (s32) (Rand_ZeroOne() * 200.0f) + 200; + actor->timer_0BE = RAND_INT(200.0f) + 200; actor->fwork[10] = 30.0f; } return false; @@ -4148,7 +4148,7 @@ bool func_80091368(Actor* actor) { } if (actor->timer_0BC == 0) { - actor->timer_0BC = (s32) (Rand_ZeroOne() * 20.0f) + 30; + actor->timer_0BC = RAND_INT(20.0f) + 30; actor->fwork[7] = 360.0f; actor->fwork[8] = 0.0f; } @@ -4413,7 +4413,7 @@ bool func_80091F00(Actor* actor) { sp40.x = 20.0f; } - sp40.y = (Rand_ZeroOne() - 0.5f) * 20.0f; + sp40.y = RAND_FLOAT_CENTERED(20.0f); sp40.z = 0.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp40, &sp34); @@ -4499,17 +4499,15 @@ void func_800922F4(Actor* actor) { } if (!(gGameFrameCount & temp)) { - func_8007D10C(actor->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 10.0f), - actor->obj.pos.y + (Rand_ZeroOne() * 10.0f), - actor->obj.pos.z + ((Rand_ZeroOne() - 0.5f) * 10.0f), 2.2f); + func_8007D10C(actor->obj.pos.x + RAND_FLOAT_CENTERED(10.0f), actor->obj.pos.y + RAND_FLOAT(10.0f), + actor->obj.pos.z + RAND_FLOAT_CENTERED(10.0f), 2.2f); } if (!((temp >> 2) & gGameFrameCount)) { if (Rand_ZeroOne() < 0.5f) { - func_8007C120(actor->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 30.0f), - actor->obj.pos.y + (Rand_ZeroOne() * 10.0f), - actor->obj.pos.z + ((Rand_ZeroOne() - 0.5f) * 30.0f), actor->vel.x, actor->vel.y, - actor->vel.z, actor->scale * 0.07f, 3); + func_8007C120(actor->obj.pos.x + RAND_FLOAT_CENTERED(30.0f), actor->obj.pos.y + RAND_FLOAT(10.0f), + actor->obj.pos.z + RAND_FLOAT_CENTERED(30.0f), actor->vel.x, actor->vel.y, actor->vel.z, + actor->scale * 0.07f, 3); } } } @@ -4699,7 +4697,7 @@ bool func_800927A0(Actor* actor) { actor->obj.rot.z = actor->vwork[29].z + actor->fwork[20]; actor->obj.pos.y += actor->fwork[28]; - Matrix_RotateY(gCalcMatrix, actor->unk_0F4.y * 0.017453292f, 0U); + Matrix_RotateY(gCalcMatrix, actor->unk_0F4.y * M_DTOR, 0U); Matrix_RotateX(gCalcMatrix, -(M_DTOR * (actor->unk_0F4.x + actor->vwork[29].x + actor->fwork[19])), 1); src.z = actor->fwork[1]; @@ -4803,7 +4801,7 @@ void func_80092EC0(Actor* actor) { case 1: if (func_800924E0(actor) != 0) { actor->unk_048 = 0; - actor->iwork[9] = (s32) (Rand_ZeroOne() * 30.0f) + 90; + actor->iwork[9] = RAND_INT(30.0f) + 90; } break; @@ -4811,7 +4809,7 @@ void func_80092EC0(Actor* actor) { if (func_800927A0(actor) != 0) { actor->unk_04A = 0; actor->unk_048 = actor->unk_04A; - actor->iwork[9] = (s32) (Rand_ZeroOne() * 30.0f) + 90; + actor->iwork[9] = RAND_INT(30.0f) + 90; } break; } @@ -4904,13 +4902,13 @@ void func_800933D8(f32 x, f32 y, f32 z, f32 arg3) { effect->scale1 = 0.4f; effect->unk_44 = 0; effect->unk_46 = 24; - effect->unk_48 = Rand_ZeroOne() * 4.0f; + effect->unk_48 = RAND_INT(4.0f); if (Rand_ZeroOne() < 0.5f) { effect->unk_48 = -effect->unk_48; } } else { - effect->vel.x = (Rand_ZeroOne() - 0.5f) * 5.0f; - effect->vel.y = (Rand_ZeroOne() - 0.5f) * 3.0f; + effect->vel.x = RAND_FLOAT_CENTERED(5.0f); + effect->vel.y = RAND_FLOAT_CENTERED(3.0f); effect->unk_48 = 0; if (Rand_ZeroOne() < 0.5f) { @@ -4927,7 +4925,7 @@ void func_800933D8(f32 x, f32 y, f32 z, f32 arg3) { } effect->scale2 = arg3 * 0.2f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); Object_SetInfo(&effect->info, effect->obj.id); break; } @@ -5013,11 +5011,11 @@ void func_800935E8(Player* player) { case 1: if ((player->unk_208 == 0) && (gCsFrameCount < 250)) { - i = Rand_ZeroOne() * 64.0f; + i = RAND_INT(64.0f); if (i < 32) { for (j = 0; j < 4; j++) { src.x = D_800D2320[i].x; - src.y = D_800D2320[i].y + (Rand_ZeroOne() * 12.0f); + src.y = D_800D2320[i].y + RAND_FLOAT(12.0f); src.z = D_800D2320[i].z; Matrix_Translate(gCalcMatrix, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 0); @@ -5036,7 +5034,7 @@ void func_800935E8(Player* player) { i -= 32; for (j = 0; j < 4; j++) { src.x = -D_800D2320[i].x; - src.y = D_800D2320[i].y + (Rand_ZeroOne() * 12.0f); + src.y = D_800D2320[i].y + RAND_FLOAT(12.0f); src.z = D_800D2320[i].z; Matrix_Translate(gCalcMatrix, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 0); @@ -5052,7 +5050,7 @@ void func_800935E8(Player* player) { i = (i + 1) % 32; } } - player->unk_208 = (s32) (Rand_ZeroOne() * 3.0f) + 1; + player->unk_208 = RAND_INT(3.0f) + 1; } else { player->unk_208--; } @@ -5201,7 +5199,7 @@ void func_800935E8(Player* player) { if (temp > 20.0f) { temp = 20.0f; } - temp2 = __sinf(M_DTOR * (((f32) gGameFrameCount) * 70.0f)) * temp; + temp2 = SIN_DEG(gGameFrameCount * 70.0f) * temp; } player->camEye.y = D_80177980 + temp2; @@ -5237,9 +5235,9 @@ void func_800935E8(Player* player) { if (((gGameFrameCount % 3) == 0) && (player->timer_1F8 <= 740)) { for (i = 0; i < 8; i++) { - func_i3_801AC8A8(player->camEye.x + (Rand_ZeroOne() - 0.5f) * D_800D22C4, - player->camEye.y + 260.0f + ((Rand_ZeroOne() - 0.5f) * D_800D22C8), - player->camEye.z + (Rand_ZeroOne() - 0.5f) * D_800D22CC, 1.0f, 0); + func_i3_801AC8A8(player->camEye.x + RAND_FLOAT_CENTERED(D_800D22C4), + player->camEye.y + 260.0f + RAND_FLOAT_CENTERED(D_800D22C8), + player->camEye.z + RAND_FLOAT_CENTERED(D_800D22CC), 1.0f, 0); } } } @@ -5292,11 +5290,11 @@ void func_800935E8(Player* player) { player->camAt.z = D_801779C0 = 0.0f; case 6: - player->unk_060 = __sinf(M_DTOR * (player->unk_0F4 * 0.7f)) * 0.5f; + player->unk_060 = SIN_DEG(player->unk_0F4 * 0.7f) * 0.5f; player->unk_088 += 10.0f; player->unk_0F4 += 8.0f; - player->unk_080 = -__sinf(M_DTOR * player->unk_088) * 0.5f; - player->unk_0F0 = __sinf(M_DTOR * player->unk_0F4) * 1.5f; + player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f; + player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f; D_80177978 = player->pos.x * (600.0f / player->unk_09C); D_80177980 = player->pos.y * (740.0f / player->unk_0A0); @@ -5329,9 +5327,8 @@ void func_800935E8(Player* player) { func_8001D444(0U, 0xEU, 0U, 0xFFU); } - func_i3_801AC8A8(player->pos.x + (Rand_ZeroOne() - 0.5f) * 10.0f, - player->pos.y + (Rand_ZeroOne() - 0.5f) * 10.0f, - player->pos.z - 65.0f + (Rand_ZeroOne() - 0.5f) * 10.0f, 0.4f, 1); + func_i3_801AC8A8(player->pos.x + RAND_FLOAT_CENTERED(10.0f), player->pos.y + RAND_FLOAT_CENTERED(10.0f), + player->pos.z - 65.0f + RAND_FLOAT_CENTERED(10.0f), 0.4f, 1); break; default: @@ -6010,20 +6007,20 @@ void func_80095604(Player* player) { player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130; - player->unk_060 = __sinf(M_DTOR * (player->unk_0F4 * 0.7f)) * 0.5f; + player->unk_060 = SIN_DEG(player->unk_0F4 * 0.7f) * 0.5f; player->unk_088 += 10.0f; player->unk_0F4 += 8.0f; - player->unk_080 = -__sinf(M_DTOR * player->unk_088) * 0.5f; - player->unk_0F0 = __sinf(M_DTOR * player->unk_0F4) * 1.5f; + player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f; + player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f; if (player->unk_234) { src.x = 0.0f; src.y = 0.0f; src.z = -70.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest); - func_i3_801AC8A8(player->pos.x + dest.x + (Rand_ZeroOne() - 0.5f) * 10.0f, - player->pos.y + dest.y + (Rand_ZeroOne() - 0.5f) * 10.0f, - player->pos.z + dest.z + (Rand_ZeroOne() - 0.5f) * 10.0f, 0.4f, 1); + func_i3_801AC8A8(player->pos.x + dest.x + RAND_FLOAT_CENTERED(10.0f), + player->pos.y + dest.y + RAND_FLOAT_CENTERED(10.0f), + player->pos.z + dest.z + RAND_FLOAT_CENTERED(10.0f), 0.4f, 1); } player->unk_178 += 20.0f; @@ -6171,9 +6168,9 @@ void func_80096A74(Player* player) { Math_SmoothStepToAngle(&player->unk_0E4, 0.0f, 0.1f, 2.4f, 0.001f); } else { player->unk_088 += 10.0f; - player->unk_080 = -__sinf(M_DTOR * (player->unk_088)) * 0.5f; + player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f; player->unk_0F4 += 3.0f; - player->unk_0F0 = __sinf(M_DTOR * (player->unk_0F4)) * 1.5f; + player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f; } } } diff --git a/src/main/fox_play.c b/src/main/fox_play.c index abb276dd..fa0b089b 100644 --- a/src/main/fox_play.c +++ b/src/main/fox_play.c @@ -145,7 +145,7 @@ void func_800A3FEC(void) { Math_SmoothStepToF(var_s3, *var_s5, sp8C, *var_s4, 0.0f); Math_SmoothStepToF(var_s4, 100.0f, 1.0f, sp84, 0.0f); if ((D_801782FC & spA8) == (i & spA8)) { - *var_s5 = Rand_ZeroOne() * sp90; + *var_s5 = RAND_FLOAT(sp90); *var_s4 = 0.0f; } *var_s0 += *var_s1; @@ -167,22 +167,22 @@ void func_800A3FEC(void) { void func_800A4460(Player* player) { if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gBosses[0].obj.status == OBJ_ACTIVE) && (gBosses[0].state == 17)) { - player->unk_060 = __sinf(player->unk_0F4 * 0.7f * M_DTOR) * 0.5f; + player->unk_060 = SIN_DEG(player->unk_0F4 * 0.7f) * 0.5f; player->unk_088 += 13.0f; player->unk_0F4 += 20.0f; - player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 5.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR) * 10.0f; + player->unk_080 = -SIN_DEG(player->unk_088) * 5.0f; + player->unk_0F0 = SIN_DEG(player->unk_0F4) * 10.0f; return; } else { - player->unk_060 = __sinf(player->unk_0F4 * 0.7f * M_DTOR) * 0.5f; + player->unk_060 = SIN_DEG(player->unk_0F4 * 0.7f) * 0.5f; player->unk_088 += 10.0f; player->unk_0F4 += 8.0f; if ((gLevelType == LEVELTYPE_PLANET) || ((player->unk_238 == 1) && (gLevelMode == LEVELMODE_ON_RAILS))) { - player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 0.5f; + player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f; if ((player->wings.rightState <= WINGSTATE_BROKEN) || (player->wings.leftState <= WINGSTATE_BROKEN)) { - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR) * 5.0f; + player->unk_0F0 = SIN_DEG(player->unk_0F4) * 5.0f; } else { - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR) * 1.5f; + player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f; } } } @@ -195,24 +195,24 @@ void func_800A46A0(Player* player) { if ((player->unk_238 == 0) || (gLevelMode == LEVELMODE_ALL_RANGE)) { if (player->wings.rightState <= WINGSTATE_BROKEN) { if (!(gGameFrameCount & 1) && (D_80177D70[player->num] != 0)) { - func_8007D10C(((Rand_ZeroOne() - 0.5f) * 10.0f) + player->hit1.x, - (Rand_ZeroOne() * 5.0f) + player->hit1.y, player->hit1.z, 1.0f); + func_8007D10C(RAND_FLOAT_CENTERED(10.0f) + player->hit1.x, RAND_FLOAT(5.0f) + player->hit1.y, + player->hit1.z, 1.0f); } if (!(gGameFrameCount & 1) && (Rand_ZeroOne() < 0.5f) && !gVersusMode) { - func_8007C484(((Rand_ZeroOne() - 0.5f) * 5.0f) + player->hit1.x, - (Rand_ZeroOne() * 5.0f) + player->hit1.y, player->hit1.z, player->vel.x, player->vel.y, - player->vel.z, (Rand_ZeroOne() * 0.02f) + 0.02f, player->num + 1); + func_8007C484(RAND_FLOAT_CENTERED(5.0f) + player->hit1.x, RAND_FLOAT(5.0f) + player->hit1.y, + player->hit1.z, player->vel.x, player->vel.y, player->vel.z, RAND_FLOAT(0.02f) + 0.02f, + player->num + 1); } } if (player->wings.leftState <= WINGSTATE_BROKEN) { if (!(gGameFrameCount & 1) && (D_80177D88[player->num] != 0)) { - func_8007D10C(((Rand_ZeroOne() - 0.5f) * 10.0f) + player->hit2.x, - (Rand_ZeroOne() * 5.0f) + player->hit2.y, player->hit2.z, 1.0f); + func_8007D10C(RAND_FLOAT_CENTERED(10.0f) + player->hit2.x, RAND_FLOAT(5.0f) + player->hit2.y, + player->hit2.z, 1.0f); } if (!(gGameFrameCount & 1) && (Rand_ZeroOne() < 0.5f) && !gVersusMode) { - func_8007C484(((Rand_ZeroOne() - 0.5f) * 5.0f) + player->hit2.x, - (Rand_ZeroOne() * 5.0f) + player->hit2.y, player->hit2.z, player->vel.x, player->vel.y, - player->vel.z, (Rand_ZeroOne() * 0.02f) + 0.02f, player->num + 1); + func_8007C484(RAND_FLOAT_CENTERED(5.0f) + player->hit2.x, RAND_FLOAT(5.0f) + player->hit2.y, + player->hit2.z, player->vel.x, player->vel.y, player->vel.z, RAND_FLOAT(0.02f) + 0.02f, + player->num + 1); } } } @@ -233,15 +233,13 @@ void func_800A46A0(Player* player) { sp40 = 30.0f; } if (!(gGameFrameCount & var_v1)) { - func_8007D10C(((Rand_ZeroOne() - 0.5f) * 10.0f) + player->pos.x, - (Rand_ZeroOne() * 10.0f) + (player->pos.y + sp40), - ((Rand_ZeroOne() - 0.5f) * 10.0f) + player->unk_138, 2.2f); + func_8007D10C(player->pos.x + RAND_FLOAT_CENTERED(10.0f), player->pos.y + sp40 + RAND_FLOAT(10.0f), + player->unk_138 + RAND_FLOAT_CENTERED(10.0f), 2.2f); } if (!((var_v1 >> 2) & gGameFrameCount) && (Rand_ZeroOne() < 0.5f)) { - func_8007C484(((Rand_ZeroOne() - 0.5f) * 30.0f) + player->pos.x, - (Rand_ZeroOne() * 10.0f) + (player->pos.y + sp40), - ((Rand_ZeroOne() - 0.5f) * 30.0f) + player->unk_138, player->vel.x, player->vel.y, - player->vel.z, (Rand_ZeroOne() * 0.03f) + 0.04f, player->num + 1); + func_8007C484(player->pos.x + RAND_FLOAT_CENTERED(30.0f), player->pos.y + sp40 + RAND_FLOAT(10.0f), + player->unk_138 + RAND_FLOAT_CENTERED(30.0f), player->vel.x, player->vel.y, player->vel.z, + 0.04f + RAND_FLOAT(0.03f), player->num + 1); if (player->timer_224 == 0) { player->timer_224 = 2; } @@ -552,8 +550,8 @@ void func_800A5D6C(void) { MEM_ARRAY_ALLOCATE(D_80178298, 1000); Rand_SetSeed(1, 29000, 9876); for (i = 0; i < 1000; i++) { - D_80178288[i] = (Rand_ZeroOneSeeded() * 480.0f) - 80.0f; - D_80178290[i] = (Rand_ZeroOneSeeded() * 360.0f) - 60.0f; + D_80178288[i] = RAND_FLOAT_SEEDED(480.0f) - 80.0f; + D_80178290[i] = RAND_FLOAT_SEEDED(360.0f) - 60.0f; D_80178298[i] = FILL_COLOR(D_800C9C3C[i % ARRAY_COUNT(D_800C9C3C)]); } } @@ -739,7 +737,7 @@ void func_800A670C(Actor* actor, s32 state, f32 xPos, f32 yPos, f32 zPos) { actor->obj.pos.z = zPos; actor->gravity = 0.5f; if ((state == 0) || (state == 1)) { - actor->vel.y = (Rand_ZeroOne() * 5.0f) + 10.0f; + actor->vel.y = RAND_FLOAT(5.0f) + 10.0f; actor->vel.x = 10.0f; if (state == 0) { @@ -748,27 +746,27 @@ void func_800A670C(Actor* actor, s32 state, f32 xPos, f32 yPos, f32 zPos) { actor->timer_0BC = 15; } else { if (gLevelType == LEVELTYPE_PLANET) { - actor->vel.y = (Rand_ZeroOne() * 7.0f) + 7.0f; - actor->vel.x = (Rand_ZeroOne() - 0.5f) * 10.0f; - actor->vel.z = (Rand_ZeroOne() * 5.0f) + 5.0f; + actor->vel.y = RAND_FLOAT(7.0f) + 7.0f; + actor->vel.x = RAND_FLOAT_CENTERED(10.0f); + actor->vel.z = RAND_FLOAT(5.0f) + 5.0f; if (gLevelMode == LEVELMODE_ALL_RANGE) { - actor->vel.z = (Rand_ZeroOne() - 0.5f) * 10.0f; + actor->vel.z = RAND_FLOAT_CENTERED(10.0f); } - actor->timer_0BC = (s32) (Rand_ZeroOne() * 10.0f) + 10; + actor->timer_0BC = RAND_INT(10.0f) + 10; } else { - actor->vel.x = (Rand_ZeroOne() - 0.5f) * 10.0f; - actor->vel.y = (Rand_ZeroOne() - 0.5f) * 10.0f; - actor->vel.z = (Rand_ZeroOne() - 0.5f) * 10.0f; - actor->timer_0BC = (s32) (Rand_ZeroOne() * 25.0f) + 25; + actor->vel.x = RAND_FLOAT_CENTERED(10.0f); + actor->vel.y = RAND_FLOAT_CENTERED(10.0f); + actor->vel.z = RAND_FLOAT_CENTERED(10.0f); + actor->timer_0BC = RAND_INT(25.0f) + 25; actor->gravity = 0.0f; } if (state == 2) { - actor->scale = (Rand_ZeroOne() * 1.5f) + 0.75f; + actor->scale = RAND_FLOAT(1.5f) + 0.75f; } else if (state == 4) { - actor->scale = (Rand_ZeroOne() * 0.8f) + 0.3f; - actor->timer_0BC = (s32) (Rand_ZeroOne() * 50.0f) + 70; + actor->scale = RAND_FLOAT(0.8f) + 0.3f; + actor->timer_0BC = RAND_INT(50.0f) + 70; } - actor->obj.rot.x = Rand_ZeroOne() * 360.0f; + actor->obj.rot.x = RAND_FLOAT(360.0f); } Object_SetInfo(&actor->info, actor->obj.id); } @@ -1830,14 +1828,12 @@ void func_800A8BA4(Player* player) { player->timer_498 = 5; player->unk_0D8.y = 30.0f; boss->dmgType = DMG_BEAM; - func_8007BFFC(player->pos.x + (10.0f * (Rand_ZeroOne() - 0.5f)), - player->pos.y + (10.0f * Rand_ZeroOne()), - player->unk_138 + (10.0f * (Rand_ZeroOne() - 0.5f)), 0.0f, 15.0f, 0.0f, 2.0f, 5); + func_8007BFFC(player->pos.x + RAND_FLOAT_CENTERED(10.0f), player->pos.y + RAND_FLOAT(10.0f), + player->unk_138 + RAND_FLOAT_CENTERED(10.0f), 0.0f, 15.0f, 0.0f, 2.0f, 5); for (j = 0; j < 10; j++) { - func_8007C484(player->pos.x + (30.0f * (Rand_ZeroOne() - 0.5f)), - player->pos.y + (10.0f * Rand_ZeroOne()), - player->unk_138 + (30.0f * (Rand_ZeroOne() - 0.5f)), player->vel.x, - 20.0f + player->vel.y, player->vel.z, (Rand_ZeroOne() * 0.1f) + 0.1f, + func_8007C484(player->pos.x + RAND_FLOAT_CENTERED(30.0f), player->pos.y + RAND_FLOAT(10.0f), + player->unk_138 + RAND_FLOAT_CENTERED(30.0f), player->vel.x, + 20.0f + player->vel.y, player->vel.z, RAND_FLOAT(0.1f) + 0.1f, player->num + 11); } break; @@ -2204,7 +2200,7 @@ void func_800AA800(Player* player) { player->unk_068 = spB0.y; player->unk_248 = spA8[0]; player->unk_24C = spA8[1]; - player->unk_070 = (sp120 / 180.0f) * M_PI; + player->unk_070 = DEG_TO_RAD(sp120); } } else { colId = COL2_0; @@ -2215,7 +2211,7 @@ void func_800AA800(Player* player) { player->unk_068 = spBC.y; player->unk_248 = spBC.x; player->unk_24C = spBC.z; - player->unk_070 = (sp120 / 180.0f) * M_PI; + player->unk_070 = DEG_TO_RAD(sp120); } } } @@ -2265,7 +2261,7 @@ void func_800AA800(Player* player) { player->unk_06C = player->unk_138 + var_fs1; player->unk_248 = spBC.x; player->unk_24C = spBC.z; - player->unk_070 = (sp120 / 180.0f) * M_PI; + player->unk_070 = DEG_TO_RAD(sp120); break; } } @@ -2311,8 +2307,8 @@ void func_800AA800(Player* player) { if (gGroundLevel < player->unk_068) { player->unk_068 = spEC.y + 15.0f + tempy; player->unk_06C = spEC.z + 10.0f + tempz; - player->unk_248 = (sp100 / 180.0f) * M_PI; - player->unk_070 = (sp120 / 180.0f) * M_PI; + player->unk_248 = DEG_TO_RAD(sp100); + player->unk_070 = DEG_TO_RAD(sp120); } break; } @@ -2716,8 +2712,8 @@ void func_800AC290(Player* player, PlayerShot* shot, f32 arg2, f32 arg3, PlayerS shot->obj.rot.z = player->unk_0F8; if (shotId == PLAYERSHOT_8) { if (gCurrentLevel == LEVEL_AQUAS) { - shot->unk_58 = Rand_ZeroOne() * 360.0f; - shot->unk_60 = Rand_ZeroOne() * 360.0f; + shot->unk_58 = RAND_INT(360.0f); + shot->unk_60 = RAND_INT(360.0f); shot->unk_2C = player->unk_0E4 + player->unk_4D8; shot->unk_30 = player->unk_0E8; shot->unk_34 = player->unk_0F8; @@ -3184,8 +3180,8 @@ void func_800ADD98(Player* player) { player->timer_1E4 = 10; } } - player->unk_18C = fabsf(__sinf(player->unk_12C * M_DTOR) * 25.0f); - player->unk_18C += fabsf(__sinf(player->unk_130 * M_DTOR) * 20.0f); + player->unk_18C = fabsf(SIN_DEG(player->unk_12C) * 25.0f); + player->unk_18C += fabsf(SIN_DEG(player->unk_130) * 20.0f); } void func_800ADF58(Player* player) { @@ -3732,7 +3728,7 @@ void func_800AF928(Player* player) { sp44.y = 0.0f; sp44.z = player->unk_0D0; sp44.z -= fabsf((player->unk_184 * 0.4f * player->unk_0D0) / 15.0f); - sp44.z += __sinf(player->unk_000 * M_DTOR) * player->unk_110; + sp44.z += SIN_DEG(player->unk_000) * player->unk_110; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38); player->vel.x = sp38.x; player->vel.z = sp38.z; @@ -3788,7 +3784,7 @@ void func_800AF928(Player* player) { player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130; if (player->unk_1D4 != 0) { player->unk_0F4 += player->unk_0D0 * 5.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR) * 0.7f; + player->unk_0F0 = SIN_DEG(player->unk_0F4) * 0.7f; } func_800A46A0(player); } @@ -3851,7 +3847,7 @@ void func_800B0194(Player* player) { Math_SmoothStepToF(&player->unk_168, -sp74 * 0.3f, 0.1f, 10.0f, 0.00001f); } else { if (((gGameFrameCount & 0xF) == 0) && (Rand_ZeroOne() < 0.5f)) { - player->unk_17C = (Rand_ZeroOne() - 0.5f) * 100.0f; + player->unk_17C = RAND_FLOAT_CENTERED(100.0f); } if (((gGameFrameCount & 0xF) == 3) && (Rand_ZeroOne() < 0.5f)) { player->unk_174 = (Rand_ZeroOne() - 0.2f) * 50.0f; @@ -3896,7 +3892,7 @@ void func_800B0194(Player* player) { if ((s32) player->unk_00C >= Animation_GetFrameCount(&D_301CFEC)) { player->unk_00C = 0.0f; } - player->unk_080 = 2.0f * __sinf((player->unk_20C + 7) * 24.0f * M_DTOR); + player->unk_080 = 2.0f * SIN_DEG((player->unk_20C + 7) * 24.0f); if (player->unk_080 < -0.5f) { player->unk_080 = -0.5f; } @@ -4838,17 +4834,17 @@ void func_800B3314(Player* player) { player->unk_0D4 = -0.4f; Math_SmoothStepToF(&D_801779A8[player->num], 30.0f, 1.0f, 10.0f, 0.0f); if ((gCamCount == 1) && !(gGameFrameCount & 1)) { - func_8007BC7C(((Rand_ZeroOne() - 0.5f) * 20.0f) + player->pos.x, player->unk_068 + 10.0f, - player->unk_138 - 10.0f, (2.0f * Rand_ZeroOne()) + 4.0f); + func_8007BC7C(RAND_FLOAT_CENTERED(20.0f) + player->pos.x, player->unk_068 + 10.0f, player->unk_138 - 10.0f, + RAND_FLOAT(2.0f) + 4.0f); } } else if ((gCamCount == 1) && !(gGameFrameCount & 3) && (player->unk_1DC == 0)) { if ((player->unk_16C > 0.2f) && (player->timer_220 == 0)) { - func_8007BC7C(((Rand_ZeroOne() - 0.5f) * 10.0f) + (player->pos.x - 57.0f), player->unk_068 + 10.0f, - player->unk_138 - 10.0f, (2.0f * Rand_ZeroOne()) + 3.0f); + func_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x - 57.0f), player->unk_068 + 10.0f, + player->unk_138 - 10.0f, RAND_FLOAT(2.0f) + 3.0f); } if ((player->unk_170 > 0.2f) && (player->timer_220 == 0)) { - func_8007BC7C(((Rand_ZeroOne() - 0.5f) * 10.0f) + (player->pos.x + 57.0f), player->unk_068 + 10.0f, - player->unk_138 - 10.0f, (2.0f * Rand_ZeroOne()) + 3.0f); + func_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x + 57.0f), player->unk_068 + 10.0f, + player->unk_138 - 10.0f, RAND_FLOAT(2.0f) + 3.0f); } } } @@ -4935,15 +4931,14 @@ void func_800B39E0(Player* player) { } player->unk_1F4--; if (player->form == FORM_ARWING) { - player->unk_134 = - (__sinf(player->unk_1F4 * 400.0f * M_DTOR) * player->unk_1F4) * D_800D3164[player->unk_21C]; + player->unk_134 = (SIN_DEG(player->unk_1F4 * 400.0f) * player->unk_1F4) * D_800D3164[player->unk_21C]; if (player->state_1C8 == PLAYERSTATE_1C8_3) { player->unk_084 = - (__sinf(player->unk_1F4 * 400.0f * M_DTOR) * player->unk_1F4) * D_800D3164[player->unk_21C] * 0.8f; + (SIN_DEG(player->unk_1F4 * 400.0f) * player->unk_1F4) * D_800D3164[player->unk_21C] * 0.8f; } } else { player->unk_134 = - (__sinf(player->unk_1F4 * 400.0f * M_DTOR) * player->unk_1F4) * D_800D3164[player->unk_21C] * 1.5f; + (SIN_DEG(player->unk_1F4 * 400.0f) * player->unk_1F4) * D_800D3164[player->unk_21C] * 1.5f; player->unk_084 = 0.0f; } if ((gLevelMode != LEVELMODE_UNK_2) && @@ -5179,7 +5174,7 @@ void func_800B46F8(Player* player) { if ((player->shields < 0x40) && ((gTeamShields[1] > 0) || (gTeamShields[3] > 0) || (gTeamShields[2] > 0))) { do { do { - teamId = (s32) (Rand_ZeroOne() * 2.9f) + 1; + teamId = RAND_INT(2.9f) + 1; } while (gTeamShields[teamId] <= 0); } while (0); // macro? switch (teamId) { @@ -5311,7 +5306,7 @@ void func_800B48BC(Player* player) { } else if (D_80177E7C != 0) { if (gPlayerInactive[player->num] == true) { do { - sp1C4 = (s32) (Rand_ZeroOne() * 3.9f); + sp1C4 = RAND_INT(3.9f); } while (gPlayerInactive[sp1C4]); player->unk_288 = sp1C4 + 1; player->state_1C8 = PLAYERSTATE_1C8_13; @@ -5640,7 +5635,7 @@ void func_800B5FBC(Player* player, s32 playerNum, bool arg2) { } if (((var_v0 & gGameFrameCount) == (gPlayerNum * 32)) || arg2) { for (i = 0; i < 100; i++) { - playerNum = (s32) (Rand_ZeroOne() * 3.9f); + playerNum = RAND_INT(3.9f); if ((gPlayer[playerNum].state_1C8 != PLAYERSTATE_1C8_13) && !gPlayerInactive[playerNum]) { break; } @@ -5881,10 +5876,10 @@ void func_800B6F50(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5) { sp28 = -Math_Atan2F(arg0 - arg3, arg2 - arg5); var_ft5 = sqrtf(SQ(arg2 - arg5) + SQ(arg0 - arg3)); sp2C = -Math_Atan2F(arg1 - arg4, var_ft5); - if (sp28 >= M_PI / 2.0f) { + if (sp28 >= M_PI / 2) { sp28 -= M_PI; } - if (sp28 <= -M_PI / 2.0f) { + if (sp28 <= -M_PI / 2) { sp28 += M_PI; } var_ft5 = 0.0f; @@ -6189,9 +6184,9 @@ void func_800B79B0(void) { var_a0 = MIN(gPlayer[0].shields, 0xFF); func_8001D1C8(var_a0, sp3A); if (!(gGameFrameCount & 7) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_7)) { - func_i3_8019E8B8((Rand_ZeroOne() - 0.5f) * 6000.0f, -80.0f, - gPlayer[0].unk_138 + ((Rand_ZeroOne() * 2000.0f) + -6000.0f), - (Rand_ZeroOne() * 10.0f) + 20.0f); + func_i3_8019E8B8(RAND_FLOAT_CENTERED(6000.0f), -80.0f, + gPlayer[0].unk_138 + (RAND_FLOAT(2000.0f) + -6000.0f), + RAND_FLOAT(10.0f) + 20.0f); // check } func_8008C104(D_60229A4, D_6010198); if (gPlayer[0].shields == 0) { @@ -6264,13 +6259,13 @@ void func_800B832C(void) { if (var_fv1 > 20.0f) { var_fv1 = 20.0f; } - D_8017847C = var_fv1 * __sinf(gGameFrameCount * 70.0f * M_DTOR); + D_8017847C = var_fv1 * SIN_DEG(gGameFrameCount * 70.0f); } func_800B79B0(); } void func_800B852C(ObjectId objId, Item* item) { - u8 sp1F = Rand_ZeroOne() * 5.0f; + u8 sp1F = (u8) RAND_FLOAT(5.0f); if (D_800D317C == sp1F) { D_80177844 -= 1; diff --git a/src/main/fox_std_lib.c b/src/main/fox_std_lib.c index 4752e1ac..4e18fac8 100644 --- a/src/main/fox_std_lib.c +++ b/src/main/fox_std_lib.c @@ -81,44 +81,44 @@ void Texture_Mottle(void* dst, void* src, u8 mode) { src = SEGMENTED_TO_VIRTUAL(src); switch (mode) { case 2: - for (var_s3 = 0; var_s3 < 0x400; var_s3 += 0x20) { - temp_ft3 = 3.0f * __sinf((s32) (((var_s3 / 32) + (gGameFrameCount / 4)) % 0x20U) * (M_PI / 16.0f)); - for (var_v1 = 0; var_v1 < 0x20; var_v1++) { + for (var_s3 = 0; var_s3 < 32 * 32; var_s3 += 32) { + temp_ft3 = 3.0f * __sinf((s32) (((var_s3 / 32) + (gGameFrameCount / 4)) % 32U) * (2 * M_PI / 32)); + for (var_v1 = 0; var_v1 < 32; var_v1++) { ((u16*) dst)[var_s3 + (temp_ft3 + var_v1) % 0x20U] = ((u16*) src)[var_s3 + var_v1]; } } break; case 3: - for (var_s3 = 0; var_s3 < 0x580; var_s3 += 0x40) { - temp_ft3 = __sinf((s32) (((var_s3 / 64) + (gGameFrameCount / 4)) % 0x20U) * (M_PI / 4.0f)); - for (var_v1 = 0; var_v1 < 0x40; var_v1++) { - ((u16*) dst)[var_s3 + (temp_ft3 + var_v1) % 0x40U] = ((u16*) src)[var_s3 + var_v1]; + for (var_s3 = 0; var_s3 < 22 * 64; var_s3 += 64) { + temp_ft3 = __sinf((s32) (((var_s3 / 64) + (gGameFrameCount / 4)) % 32U) * (2 * M_PI / 8)); + for (var_v1 = 0; var_v1 < 64; var_v1++) { + ((u16*) dst)[var_s3 + (temp_ft3 + var_v1) % 64U] = ((u16*) src)[var_s3 + var_v1]; } } break; case 1: - for (var_s3 = 0; var_s3 < 0x100; var_s3 += 0x10) { - temp_ft3 = 2.0f * __sinf((s32) (((var_s3 / 16) + (gGameFrameCount / 2)) % 0x10U) * (M_PI / 8.0f)); - for (var_v1 = 0; var_v1 < 0x10; var_v1++) { - ((u16*) dst)[var_s3 + (temp_ft3 + var_v1) % 0x10U] = ((u16*) src)[var_s3 + var_v1]; + for (var_s3 = 0; var_s3 < 16 * 16; var_s3 += 16) { + temp_ft3 = 2.0f * __sinf((s32) (((var_s3 / 16) + (gGameFrameCount / 2)) % 16U) * (2 * M_PI / 16)); + for (var_v1 = 0; var_v1 < 16; var_v1++) { + ((u16*) dst)[var_s3 + (temp_ft3 + var_v1) % 16U] = ((u16*) src)[var_s3 + var_v1]; } } break; case 0: - for (var_s3 = 0; var_s3 < 0x400; var_s3 += 0x20) { - temp_ft3 = 2.0f * __sinf((s32) (((var_s3 / 32) + (gGameFrameCount / 2)) % 0x20U) * (M_PI / 16.0f)); - for (var_v1 = 0; var_v1 < 0x20; var_v1++) { - ((u16*) dst)[var_s3 + (temp_ft3 + var_v1) % 0x20U] = ((u16*) src)[var_s3 + var_v1]; + for (var_s3 = 0; var_s3 < 32 * 32; var_s3 += 32) { + temp_ft3 = 2.0f * __sinf((s32) (((var_s3 / 32) + (gGameFrameCount / 2)) % 32U) * (2 * M_PI / 32)); + for (var_v1 = 0; var_v1 < 32; var_v1++) { + ((u16*) dst)[var_s3 + (temp_ft3 + var_v1) % 32U] = ((u16*) src)[var_s3 + var_v1]; } } break; case 5: var_s0_2 = (u8*) dst; var_s4_2 = (u8*) src; - for (var_s3 = 0; var_s3 < 0x1000; var_s3 += 0x40) { - temp_ft3 = 4.0f * __sinf((s32) (((var_s3 / 64) + (gGameFrameCount / 4)) % 0x20U) * (M_PI / 16.0f)); - for (var_v1 = 0; var_v1 < 0x40; var_v1++) { - var_s0_2[var_s3 + (temp_ft3 + var_v1) % 0x40U] = var_s4_2[var_s3 + var_v1]; + for (var_s3 = 0; var_s3 < 64 * 64; var_s3 += 64) { + temp_ft3 = 4.0f * __sinf((s32) (((var_s3 / 64) + (gGameFrameCount / 4)) % 32U) * (2 * M_PI / 32)); + for (var_v1 = 0; var_v1 < 64; var_v1++) { + var_s0_2[var_s3 + (temp_ft3 + var_v1) % 64U] = var_s4_2[var_s3 + var_v1]; } } } diff --git a/src/main/fox_tank.c b/src/main/fox_tank.c index 46c90c75..413afc78 100644 --- a/src/main/fox_tank.c +++ b/src/main/fox_tank.c @@ -142,15 +142,15 @@ void func_800438E0(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale) { effect->obj.pos.x = xPos; effect->obj.pos.y = yPos; effect->obj.pos.z = zPos; - effect->vel.x = Rand_ZeroOne() - (2.0f * Rand_ZeroOne()); - effect->vel.y = ((Rand_ZeroOne() * 3.0f) - (gPlayer[0].vel.z / 5.0f)) + 3.0f; - effect->vel.z = ((Rand_ZeroOne() * 3.0f) - (gPlayer[0].vel.z / 5.0f)) + 2.0f; - effect->scale2 = ((Rand_ZeroOne() * 0.8f) + 0.3f) * scale; - effect->timer_50 = (s32) (Rand_ZeroOne() * 5.0f) + 8; - effect->obj.rot.x = Rand_ZeroOne() * 360.0f; - effect->unk_60.x = (Rand_ZeroOne() - 0.5f) * 30.0f; - effect->unk_60.y = (Rand_ZeroOne() - 0.5f) * 30.0f; - effect->unk_60.z = (Rand_ZeroOne() - 0.5f) * 30.0f; + effect->vel.x = RAND_FLOAT(1.0f) - RAND_FLOAT(2.0f); + effect->vel.y = RAND_FLOAT(3.0f) - (gPlayer[0].vel.z / 5.0f) + 3.0f; + effect->vel.z = RAND_FLOAT(3.0f) - (gPlayer[0].vel.z / 5.0f) + 2.0f; + effect->scale2 = (RAND_FLOAT(0.8f) + 0.3f) * scale; + effect->timer_50 = RAND_INT(5.0f) + 8; + effect->obj.rot.x = RAND_FLOAT(360.0f); + effect->unk_60.x = RAND_FLOAT_CENTERED(30.0f); + effect->unk_60.y = RAND_FLOAT_CENTERED(30.0f); + effect->unk_60.z = RAND_FLOAT_CENTERED(30.0f); Object_SetInfo(&effect->info, effect->obj.id); } @@ -187,7 +187,7 @@ void func_80043B18(Player* player) { if (player->unk_1DC != 0) { sp48.x = 0.0f; - sp48.z = ((Rand_ZeroOne() - 0.5f) * 50.0f) + -20.0f; + sp48.z = RAND_FLOAT_CENTERED(50.0f) + -20.0f; if (player->unk_1EC < 0) { sp38 -= 65.0f; } else { @@ -366,8 +366,8 @@ void func_800444BC(Player* player) { if (player->vel.y) {} // fake? player->pos.y += 7.0f; } - player->unk_104 = (sp40 * 180.0f) / M_PI; - player->unk_10C = (sp3C * 180.0f) / M_PI; + player->unk_104 = RAD_TO_DEG(sp40); + player->unk_10C = RAD_TO_DEG(sp3C); if (gCurrentLevel == LEVEL_MACBETH) { if (player->unk_104 > 90.0f) { player->unk_104 = -(180 - player->unk_104); @@ -449,7 +449,7 @@ void func_80044868(Player* player) { player->unk_184 = -15.0f; } } - player->vel.z = -(__cosf(player->unk_108 * M_DTOR) * __cosf(player->unk_104 * M_DTOR) * sp2C); + player->vel.z = -(COS_DEG(player->unk_108) * COS_DEG(player->unk_104) * sp2C); if ((player->vel.x < 20.0f) && (player->unk_10C < -30.0f)) { Math_SmoothStepToF(&player->vel.x, -player->unk_10C * 0.5f, 0.2f, 3.0f, 0.0f); player->unk_184 = 0.0f; @@ -457,12 +457,11 @@ void func_80044868(Player* player) { Math_SmoothStepToF(&player->vel.x, -player->unk_10C * 0.5f, 0.2f, 3.0f, 0.0f); player->unk_184 = 0.0f; } else { - Math_SmoothStepToF(&player->vel.x, player->unk_184 - (__sinf(player->unk_108 * M_DTOR) * sp2C), 0.5f, 5.0f, - 0.0f); + Math_SmoothStepToF(&player->vel.x, player->unk_184 - (SIN_DEG(player->unk_108) * sp2C), 0.5f, 5.0f, 0.0f); } player->vel.z += fabsf((player->unk_184 * 0.4f * player->unk_0D0) / 15.0f); if (player->unk_000 == 0) { - player->vel.z += __sinf(player->unk_0E4 * M_DTOR) * player->unk_110; + player->vel.z += SIN_DEG(player->unk_0E4) * player->unk_110; } if (D_800C9F00 != 0) { player->vel.z = 2.0f * D_800C9F00; @@ -495,7 +494,7 @@ void func_80044868(Player* player) { if (player->unk_1D4 != 0) { player->unk_0A0 = 0.0f; player->unk_0F4 += player->unk_0D0 * 5.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR) * 0.7f; + player->unk_0F0 = SIN_DEG(player->unk_0F4) * 0.7f; if (D_800C9F04 == 0) { if (player->unk_0D0 != 0.0f) { func_80043B18(player); @@ -552,8 +551,8 @@ void func_80045130(Player* player) { player->timer_1E4 = 10; } } - player->unk_18C = fabsf(__sinf(player->unk_12C * M_DTOR) * 25.0f); - player->unk_18C += fabsf(__sinf(player->unk_130 * M_DTOR) * 20.0f); + player->unk_18C = fabsf(SIN_DEG(player->unk_12C) * 25.0f); + player->unk_18C += fabsf(SIN_DEG(player->unk_130) * 20.0f); } void func_80045348(Player* player) { @@ -693,19 +692,19 @@ void func_80045678(Player* player) { Math_SmoothStepToF(&player->vel.y, 0.0f, 0.1f, 2.0f, 0); } if ((gCamCount == 1) && !(gGameFrameCount & 1)) { - func_8007A900(((Rand_ZeroOne() - 0.5f) * 20.0f) + player->pos.x, player->unk_068 + 10.0f, - player->unk_138 - 10.0f, (2.0f * Rand_ZeroOne()) + 3.5f, 0xFF, 0x10, 1); + func_8007A900(RAND_FLOAT_CENTERED(20.0f) + player->pos.x, player->unk_068 + 10.0f, player->unk_138 - 10.0f, + RAND_FLOAT(2.0f) + 3.5f, 0xFF, 0x10, 1); } } else { D_800C9F3C = 0; if ((gCamCount == 1) && !(gGameFrameCount & 3) && (player->unk_1DC == 0)) { if ((player->unk_16C > 0.2f) && (player->timer_220 == 0)) { - func_8007A900(((Rand_ZeroOne() - 0.5f) * 10.0f) + (player->pos.x - 57.0f), player->unk_068 + 10.0f, - player->unk_138 - 10.0f, Rand_ZeroOne() + 1.5f, 0xFF, 0xF, 0); + func_8007A900(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x - 57.0f), player->unk_068 + 10.0f, + player->unk_138 - 10.0f, RAND_FLOAT(1.0f) + 1.5f, 0xFF, 0xF, 0); } if ((player->unk_170 > 0.2f) && (player->timer_220 == 0)) { - func_8007A900(((Rand_ZeroOne() - 0.5f) * 10.0f) + (player->pos.x + 57.0f), player->unk_068 + 10.0f, - player->unk_138 - 10.0f, Rand_ZeroOne() + 1.5f, 0xFF, 0xF, 0); + func_8007A900(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x + 57.0f), player->unk_068 + 10.0f, + player->unk_138 - 10.0f, RAND_FLOAT(1.0f) + 1.5f, 0xFF, 0xF, 0); } } } diff --git a/src/main/fox_versus.c b/src/main/fox_versus.c index ab8fe4e6..0da9edff 100644 --- a/src/main/fox_versus.c +++ b/src/main/fox_versus.c @@ -455,10 +455,10 @@ s32 func_800BE564(void) { if ((D_80178780[i] == 0) && (D_801787F8[i] == 0)) { if (sUnlockLandmaster && sUnlockOnFoot) { - D_80178780[i] = (s32) (Rand_ZeroOne() * 3.0f) + 1; + D_80178780[i] = RAND_INT(3.0f) + 1; } if (sUnlockLandmaster && !sUnlockOnFoot) { - D_80178780[i] = (s32) (Rand_ZeroOne() * 2.0f) + 1; + D_80178780[i] = RAND_INT(2.0f) + 1; } } @@ -666,10 +666,10 @@ s32 func_800BF17C(void) { gPlayer[i].unk_1D0 = 0; if ((!D_80178780[i]) && (D_801787F8[i] == 0)) { if (sUnlockLandmaster && sUnlockOnFoot) { - D_80178780[i] = (s32) (Rand_ZeroOne() * 3.0f) + 1; + D_80178780[i] = RAND_INT(3.0f) + 1; } if (sUnlockLandmaster && !sUnlockOnFoot) { - D_80178780[i] = (s32) (Rand_ZeroOne() * 2.0f) + 1; + D_80178780[i] = RAND_INT(2.0f) + 1; } } @@ -1878,24 +1878,24 @@ void func_800C2244(Actor* actor) { boolTemp = true; if (actor->timer_0BC == 0) { - y = Rand_ZeroOne() * 1000.0f; - x = (Rand_ZeroOne() - 0.5f) * 10000.0f; - z = (Rand_ZeroOne() - 0.5f) * 10000.0f; + y = RAND_FLOAT(1000.0f); + x = RAND_FLOAT_CENTERED(10000.0f); + z = RAND_FLOAT_CENTERED(10000.0f); if ((fabsf(actor->obj.pos.x - x) > 2000.0f) || (fabsf(actor->obj.pos.z - z) > 2000.0f)) { actor->fwork[4] = x; actor->fwork[5] = y; actor->fwork[6] = z; - actor->timer_0BC = (s32) (Rand_ZeroOne() * 20.0f) + 10; + actor->timer_0BC = RAND_INT(20.0f) + 10; } } break; } - sinX = __sinf(M_DTOR * (actor->obj.rot.x)); - cosX = __cosf(M_DTOR * (actor->obj.rot.x)); - sinY = __sinf(M_DTOR * (actor->obj.rot.y)); - cosY = __cosf(M_DTOR * (actor->obj.rot.y)); + sinX = SIN_DEG(actor->obj.rot.x); + cosX = COS_DEG(actor->obj.rot.x); + sinY = SIN_DEG(actor->obj.rot.y); + cosY = COS_DEG(actor->obj.rot.y); if (boolTemp) { x = actor->fwork[4] - actor->obj.pos.x; @@ -1996,7 +1996,7 @@ void func_800C26C8(void) { Actor_Initialize(actor); actor->obj.status = OBJ_ACTIVE; actor->obj.id = 197; - Matrix_RotateY(gCalcMatrix, M_DTOR * (Rand_ZeroOne() * 360.0f), 0); + Matrix_RotateY(gCalcMatrix, M_DTOR * RAND_FLOAT(360.0f), 0); Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest); actor->obj.pos.x = dest.x; actor->obj.pos.y = dest.y; diff --git a/src/overlays/ovl_i1/fox_co.c b/src/overlays/ovl_i1/fox_co.c index b56a7ff3..04b4ff39 100644 --- a/src/overlays/ovl_i1/fox_co.c +++ b/src/overlays/ovl_i1/fox_co.c @@ -22,9 +22,9 @@ void func_i1_801875A4(Object_4C* obj4C) { f32 var_f; if (!(gGameFrameCount & 3)) { - sp1C = (Rand_ZeroOne() - 0.5f) * 10.0f; - sp18 = (Rand_ZeroOne() - 0.5f) * 10.0f; - var_f = ((Rand_ZeroOne() * 0.5f) + 1.0f); + sp1C = RAND_FLOAT_CENTERED(10.0f); + sp18 = RAND_FLOAT_CENTERED(10.0f); + var_f = RAND_FLOAT(0.5f) + 1.0f; func_8007C85C(obj4C->obj.pos.x + sp1C, obj4C->obj.pos.y + sp18, obj4C->obj.pos.z, 4.0f * var_f); } } @@ -185,8 +185,8 @@ void func_i1_80187AC8(Boss* boss) { boss->swork[3] = 15; boss->swork[20] = 30; boss->swork[28] -= boss->damage; - func_i1_801879F0(boss, D_i1_8019B6D8[12] + ((Rand_ZeroOne() - 0.5f) * 60.0f), D_i1_8019B6D8[13], - D_i1_8019B6D8[14] + ((Rand_ZeroOne() - 0.5f) * 60.0f), 2.0f); + func_i1_801879F0(boss, D_i1_8019B6D8[12] + RAND_FLOAT_CENTERED(60.0f), D_i1_8019B6D8[13], + D_i1_8019B6D8[14] + RAND_FLOAT_CENTERED(60.0f), 2.0f); func_i1_80187A38(boss, D_i1_8019B6D8[12], D_i1_8019B6D8[13], D_i1_8019B6D8[14], 0.1f, 20); if (boss->swork[28] <= 0) { boss->swork[3] = 1000; @@ -200,8 +200,8 @@ void func_i1_80187AC8(Boss* boss) { boss->swork[21] = 30; boss->swork[26] -= boss->damage; - func_i1_801879F0(boss, D_i1_8019B6D8[6] + ((Rand_ZeroOne() - 0.5f) * 60.0f), D_i1_8019B6D8[7], - D_i1_8019B6D8[8] + ((Rand_ZeroOne() - 0.5f) * 60.0f), 2.0f); + func_i1_801879F0(boss, D_i1_8019B6D8[6] + RAND_FLOAT_CENTERED(60.0f), D_i1_8019B6D8[7], + D_i1_8019B6D8[8] + RAND_FLOAT_CENTERED(60.0f), 2.0f); func_i1_80187A38(boss, D_i1_8019B6D8[6], D_i1_8019B6D8[7], D_i1_8019B6D8[8], 0.1f, 20); if (boss->swork[26] <= 0) { boss->swork[2] = 1000; @@ -212,8 +212,8 @@ void func_i1_80187AC8(Boss* boss) { boss->swork[1] = 15; boss->swork[22] = 30; boss->swork[27] -= boss->damage; - func_i1_801879F0(boss, D_i1_8019B6D8[0] + ((Rand_ZeroOne() - 0.5f) * 60.0f), D_i1_8019B6D8[1], - D_i1_8019B6D8[2] + ((Rand_ZeroOne() - 0.5f) * 60.0f), 2.0f); + func_i1_801879F0(boss, D_i1_8019B6D8[0] + RAND_FLOAT_CENTERED(60.0f), D_i1_8019B6D8[1], + D_i1_8019B6D8[2] + RAND_FLOAT_CENTERED(60.0f), 2.0f); func_i1_80187A38(boss, D_i1_8019B6D8[0], D_i1_8019B6D8[1], D_i1_8019B6D8[2], 0.1f, 20); if (boss->swork[27] <= 0) { boss->swork[1] = 1000; @@ -234,8 +234,7 @@ void func_i1_80187AC8(Boss* boss) { func_800430DC(D_i1_8019B6D8[18 + var_s1 + 2], D_i1_8019B6D8[24 + var_s1 + 2], D_i1_8019B6D8[30 + var_s1 + 2], D_i1_8019B6D8[36 + var_s1 + 2], D_i1_8019B6D8[42 + var_s1 + 2], D_i1_8019B6D8[48 + var_s1 + 2], 0.0f, - (Rand_ZeroOne() * 20.0f), 0.0f, 5.5f, var_s1 + 0x1C, - ((s32) (Rand_ZeroOne() * 30.0f)) + 60.0f); + RAND_FLOAT(20.0f), 0.0f, 5.5f, var_s1 + 0x1C, RAND_INT(30.0f) + 60.0f); } if (boss->state < 5) { boss->state = 5; @@ -254,8 +253,7 @@ void func_i1_80187AC8(Boss* boss) { func_800430DC(D_i1_8019B6D8[18 + var_s1 + 2], D_i1_8019B6D8[24 + var_s1 + 2], D_i1_8019B6D8[30 + var_s1 + 2], D_i1_8019B6D8[36 + var_s1 + 2], D_i1_8019B6D8[42 + var_s1 + 2], D_i1_8019B6D8[48 + var_s1 + 2], 0.0f, - (Rand_ZeroOne() * 20.0f), 0.0f, 5.5f, var_s1 + 0x1C, - ((s32) (Rand_ZeroOne() * 30.0f)) + 60.0f); + RAND_FLOAT(20.0f), 0.0f, 5.5f, var_s1 + 0x1C, RAND_INT(30.0f) + 60.0f); } if (boss->state < 5) { boss->state = 6; @@ -279,7 +277,7 @@ void func_i1_80187AC8(Boss* boss) { } if (boss->state < 5) { boss->state = 0; - switch ((s32) (Rand_ZeroOne() * 5.0f)) { + switch (RAND_INT(5.0f)) { case 0: boss->swork[31] = 2; break; @@ -384,9 +382,9 @@ void func_i1_801887AC(Boss* boss) { sp3C.x = gPlayer[0].pos.x; sp3C.y = gPlayer[0].pos.y; sp3C.z = gPlayer[0].unk_138; - gPlayer[0].pos.x += (Rand_ZeroOne() - 0.5f) * 300.0f; - gPlayer[0].pos.y += (Rand_ZeroOne() - 0.5f) * 300.0f; - gPlayer[0].unk_138 += (Rand_ZeroOne() - 0.5f) * 300.0f; + gPlayer[0].pos.x += RAND_FLOAT_CENTERED(300.0f); + gPlayer[0].pos.y += RAND_FLOAT_CENTERED(300.0f); + gPlayer[0].unk_138 += RAND_FLOAT_CENTERED(300.0f); func_8007F11C(OBJ_EFFECT_376, D_i1_8019B6D8[12], D_i1_8019B6D8[13], D_i1_8019B6D8[14], 60.0f); gPlayer[0].pos.x = sp3C.x; gPlayer[0].pos.y = sp3C.y; @@ -403,10 +401,10 @@ void func_i1_80188A18(Boss* boss) { if (boss->timer_050 == 0) { boss->state = 0; - boss->timer_050 = (s32) (Rand_ZeroOne() * 20.0f) + 20; + boss->timer_050 = RAND_INT(20.0f) + 20; boss->fwork[14] = 0.0f; - switch ((s32) (Rand_ZeroOne() * 8.0f)) { + switch (RAND_INT(8.0f)) { case 0: case 1: boss->swork[31] = 1; @@ -489,7 +487,7 @@ void func_i1_80188D50(Boss* boss) { if ((gTeamShields[1] > 0) || (gTeamShields[2] > 0) || (gTeamShields[3] > 0)) { do { do { - temp_ft3 = (s32) (Rand_ZeroOne() * 2.9f) + 1; + temp_ft3 = RAND_INT(2.9f) + 1; } while (gTeamShields[temp_ft3] <= 0); } while (0); @@ -630,14 +628,14 @@ void func_i1_80189058(Boss* boss) { } func_i1_80187AC8(boss); - boss->fwork[0] = __sinf(boss->swork[18] * 50.0f * M_DTOR) * func_i1_80187A88(boss->swork[18]); - boss->fwork[1] = __sinf(boss->swork[19] * 50.0f * M_DTOR) * func_i1_80187A88(boss->swork[19]); - boss->fwork[2] = __sinf(boss->swork[20] * 50.0f * M_DTOR) * func_i1_80187A88(boss->swork[20]); - boss->fwork[3] = __sinf(boss->swork[21] * 50.0f * M_DTOR) * func_i1_80187A88(boss->swork[21]); - boss->fwork[4] = __sinf(boss->swork[22] * 50.0f * M_DTOR) * func_i1_80187A88(boss->swork[22]); + boss->fwork[0] = SIN_DEG(boss->swork[18] * 50.0f) * func_i1_80187A88(boss->swork[18]); + boss->fwork[1] = SIN_DEG(boss->swork[19] * 50.0f) * func_i1_80187A88(boss->swork[19]); + boss->fwork[2] = SIN_DEG(boss->swork[20] * 50.0f) * func_i1_80187A88(boss->swork[20]); + boss->fwork[3] = SIN_DEG(boss->swork[21] * 50.0f) * func_i1_80187A88(boss->swork[21]); + boss->fwork[4] = SIN_DEG(boss->swork[22] * 50.0f) * func_i1_80187A88(boss->swork[22]); if (boss->state < 5) { - sp5C = __sinf(boss->swork[23] * 12.0f * M_DTOR) * func_i1_80187A88(boss->swork[23]) * 0.3f; + sp5C = SIN_DEG(boss->swork[23] * 12.0f) * func_i1_80187A88(boss->swork[23]) * 0.3f; Math_SmoothStepToF(&boss->obj.rot.z, sp5C, 0.2f, 100.0f, 0.001f); } if (boss->obj.pos.y <= 10.0f) { @@ -689,27 +687,27 @@ void func_i1_80189058(Boss* boss) { switch (boss->swork[31]) { case 1: boss->state = 1; - boss->timer_050 = (s32) (Rand_ZeroOne() * 50.0f) + 50; + boss->timer_050 = RAND_INT(50.0f) + 50; boss->fwork[14] = 0.0f; break; case 2: boss->state = 2; - boss->timer_050 = (s32) (Rand_ZeroOne() * 100.0f) + 150; + boss->timer_050 = RAND_INT(100.0f) + 150; boss->timer_052 = 40; boss->timer_054 = 40; boss->fwork[14] = 0.07f; break; case 4: boss->state = 4; - boss->timer_050 = (s32) (Rand_ZeroOne() * 70.0f) + 100; + boss->timer_050 = RAND_INT(70.0f) + 100; boss->fwork[14] = 0.1f; - D_i1_8019B6D8[66] = (Rand_ZeroOne() - 0.5f) * 6000.0f; - D_i1_8019B6D8[67] = (Rand_ZeroOne() - 0.5f) * 6000.0f; + D_i1_8019B6D8[66] = RAND_FLOAT_CENTERED(6000.0f); + D_i1_8019B6D8[67] = RAND_FLOAT_CENTERED(6000.0f); boss->fwork[14] = 0.07f; break; case 3: boss->state = 3; - boss->timer_050 = (s32) (Rand_ZeroOne() * 100.0f) + 150; + boss->timer_050 = RAND_INT(100.0f) + 150; boss->fwork[14] = 0.07f; break; } @@ -797,9 +795,9 @@ void func_i1_80189058(Boss* boss) { boss->unk_05E = 0; D_8017812C = 1; if (!(gGameFrameCount & 7)) { - D_i1_8019B6D8[17] = gPlayer[0].pos.x + ((Rand_ZeroOne() - 0.5f) * 2000.0f); + D_i1_8019B6D8[17] = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(2000.0f); D_i1_8019B6D8[18] = gPlayer[0].pos.y; - D_i1_8019B6D8[19] = gPlayer[0].unk_138 + ((Rand_ZeroOne() - 0.5f) * 2000.0f); + D_i1_8019B6D8[19] = gPlayer[0].unk_138 + RAND_FLOAT_CENTERED(2000.0f); } boss->fwork[12] += 0.05f; if (boss->state == 6) { @@ -844,9 +842,9 @@ void func_i1_80189058(Boss* boss) { } } - boss->unk_068 = __sinf(boss->obj.rot.z * M_DTOR) * 30.0f; + boss->unk_068 = SIN_DEG(boss->obj.rot.z) * 30.0f; if (!(gGameFrameCount & 0xF)) { - boss->unk_04C = (s32) (Rand_ZeroOne() * 100.0f); + boss->unk_04C = RAND_INT(100.0f); } Animation_GetFrameData(&D_602BC18, boss->unk_04C, sp84); boss->fwork[14] = 0.03f; @@ -880,9 +878,9 @@ void func_i1_80189058(Boss* boss) { gShowBossHealth = 0; for (sp218 = 0; sp218 < 100; sp218++) { - func_80079618(D_i1_8019B6D8[62] + ((Rand_ZeroOne() - 0.5f) * 600.0f), - (D_i1_8019B6D8[63] + ((Rand_ZeroOne() - 0.5f) * 500.0f)) - 100.0f, - D_i1_8019B6D8[64] + ((Rand_ZeroOne() - 0.5f) * 600.0f), 2.0f); + func_80079618(D_i1_8019B6D8[62] + RAND_FLOAT_CENTERED(600.0f), + (D_i1_8019B6D8[63] + RAND_FLOAT_CENTERED(500.0f)) - 100.0f, + D_i1_8019B6D8[64] + RAND_FLOAT_CENTERED(600.0f), 2.0f); } } if (boss->timer_050 < 50) { @@ -1148,9 +1146,9 @@ void func_i1_8018ACE0(Actor* actor) { } } if ((actor->health < 11) && !(gGameFrameCount & 3)) { - func_8007D2C8(((Rand_ZeroOne() - 0.5f) * 100.0f) + actor->obj.pos.x, - ((Rand_ZeroOne() - 0.5f) * 100.0f) + (actor->obj.pos.y + 200.0f), - (Rand_ZeroOne() * 50.0f) + (actor->obj.pos.z + 50.0f), 3.0f); + func_8007D2C8(actor->obj.pos.x + RAND_FLOAT_CENTERED(100.0f), + actor->obj.pos.y + 200.0f + RAND_FLOAT_CENTERED(100.0f), + actor->obj.pos.z + 50.0f + RAND_FLOAT(50.0f), 3.0f); func_8007C120(actor->obj.pos.x, actor->obj.pos.y + 200.0f, actor->obj.pos.z, actor->vel.x, actor->vel.y, actor->vel.z, 0.1f, 10); } @@ -1167,9 +1165,9 @@ void func_i1_8018AED0(Actor* actor) { func_i1_8018ACE0(actor); Math_SmoothStepToVec3fArray(sp40, actor->vwork, 0, Animation_GetFrameData(&D_602991C, actor->unk_0B6, sp40), 1.0f, 1.0f, 1.0f); - temp_sin = __sinf(actor->obj.rot.y * M_DTOR); + temp_sin = SIN_DEG(actor->obj.rot.y); actor->vel.x = actor->fwork[0] * temp_sin; - temp_cos = __cosf(actor->obj.rot.y * M_DTOR); + temp_cos = COS_DEG(actor->obj.rot.y); actor->vel.z = actor->fwork[0] * temp_cos; switch (actor->state) { case 0: @@ -1236,9 +1234,9 @@ void func_i1_8018B15C(Actor* actor) { func_i1_8018ACE0(actor); obj80 = &gObjects80[actor->iwork[0]]; - temp_sin = __sinf(actor->obj.rot.y * M_DTOR); + temp_sin = SIN_DEG(actor->obj.rot.y); actor->vel.x = actor->fwork[0] * temp_sin; - temp_cos = __cosf(actor->obj.rot.y * M_DTOR); + temp_cos = COS_DEG(actor->obj.rot.y); actor->vel.z = actor->fwork[0] * temp_cos; Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, 0); @@ -1255,7 +1253,7 @@ void func_i1_8018B15C(Actor* actor) { Texture_Scroll(&D_60329C0, 16, 16, 1); if (actor->timer_0BC == 0) { actor->state = 2; - actor->iwork[2] = (s32) (Rand_ZeroOne() * 10.0f) + 10; + actor->iwork[2] = RAND_INT(10.0f) + 10; } break; case 2: @@ -1301,9 +1299,9 @@ void func_i1_8018B418(Actor* actor) { s32 pad2[4]; func_i1_8018ACE0(actor); - temp_sin = __sinf(actor->obj.rot.y * M_DTOR); + temp_sin = SIN_DEG(actor->obj.rot.y); actor->vel.x = actor->fwork[0] * temp_sin; - temp_cos = __cosf(actor->obj.rot.y * M_DTOR); + temp_cos = COS_DEG(actor->obj.rot.y); actor->vel.z = actor->fwork[0] * temp_cos; switch (actor->state) { case 0: @@ -1344,9 +1342,9 @@ void func_i1_8018B58C(Actor* actor) { case 100: if (!(actor->timer_0BC & 3)) { - func_8007D2C8(((Rand_ZeroOne() - 0.5f) * 100.0f) + actor->obj.pos.x, - ((Rand_ZeroOne() - 0.5f) * 100.0f) + (actor->obj.pos.y + 200.0f), - (Rand_ZeroOne() * 50.0f) + (actor->obj.pos.z + 50.0f), 3.0f); + func_8007D2C8(actor->obj.pos.x + RAND_FLOAT_CENTERED(100.0f), + actor->obj.pos.y + 200.0f + RAND_FLOAT_CENTERED(100.0f), + actor->obj.pos.z + 50.0f + RAND_FLOAT(50.0f), 3.0f); func_8007C120(actor->obj.pos.x, actor->obj.pos.y + 200.0f, actor->obj.pos.z, actor->vel.x, actor->vel.y, actor->vel.z, 0.1f, 10); Audio_PlaySfx(0x2903A008, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -1357,9 +1355,8 @@ void func_i1_8018B58C(Actor* actor) { for (i = 0; i < 4; i++) { func_800430DC(actor->fwork[2 + i], actor->fwork[6 + i], actor->fwork[10 + i], 0.0f, 0.0f, 0.0f, - spB4[i] * ((Rand_ZeroOne() * 0.75f) + 0.5f), - spA4[i] * ((Rand_ZeroOne() * 0.75f) + 0.5f), (Rand_ZeroOne() - 0.5f) * 20.0f, 3.0f, - i + 0x18, ((s32) (Rand_ZeroOne() * 30.0f) + 60.0f)); + spB4[i] * (RAND_FLOAT(0.75f) + 0.5f), spA4[i] * (RAND_FLOAT(0.75f) + 0.5f), + RAND_FLOAT_CENTERED(20.0f), 3.0f, i + 24, RAND_INT(30.0f) + 60.0f); } if ((fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 500.0f) && @@ -1923,8 +1920,8 @@ void func_i1_8018C19C(Boss* boss) { D_801779A8[0] = 20.0f; if (!(gGameFrameCount & 0x1F)) { for (i = 0; i < 10; i++) { - func_80079618(((Rand_ZeroOne() - 0.5f) * 300.0f) + boss->obj.pos.x, boss->obj.pos.y, - boss->obj.pos.z, 1.0f); + func_80079618(RAND_FLOAT_CENTERED(300.0f) + boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, + 1.0f); } } Math_SmoothStepToF(&boss->obj.pos.x, boss->fwork[7], 1.0f, 10.0f, 0.00001f); @@ -1971,8 +1968,8 @@ void func_i1_8018C19C(Boss* boss) { case 9: if (!(gGameFrameCount & 0xF)) { for (i = 0; i < 10; i++) { - func_80079618(((Rand_ZeroOne() - 0.5f) * 300.0f) + boss->obj.pos.x, boss->obj.pos.y, - boss->obj.pos.z, 1.0f); + func_80079618(RAND_FLOAT_CENTERED(300.0f) + boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, + 1.0f); } } Math_SmoothStepToF(&boss->vel.x, 0.0f, 0.1f, 2.0f, 0.00001f); @@ -1994,8 +1991,8 @@ void func_i1_8018C19C(Boss* boss) { case 10: if (!(gGameFrameCount & 7)) { for (i = 0; i < 10; i++) { - func_80079618(((Rand_ZeroOne() - 0.5f) * 300.0f) + boss->obj.pos.x, boss->obj.pos.y, - boss->obj.pos.z, 1.0f); + func_80079618(RAND_FLOAT_CENTERED(300.0f) + boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, + 1.0f); } } if (boss->timer_050 == 0) { @@ -2459,8 +2456,8 @@ void func_i1_8018F31C(Object_80* obj80) { void func_i1_8018F3BC(Object_80* obj80, f32 arg1) { Object_80_Initialize(obj80); obj80->obj.status = OBJ_INIT; - obj80->obj.pos.x = ((Rand_ZeroOne() - 0.5f) * 1000.0f) + arg1; - obj80->obj.rot.y = (Rand_ZeroOne() * 90.0f) + 45.0f; + obj80->obj.pos.x = RAND_FLOAT_CENTERED(1000.0f) + arg1; + obj80->obj.rot.y = RAND_FLOAT(90.0f) + 45.0f; if (arg1 > 0.0f) { obj80->obj.rot.y *= -1.0f; } @@ -2496,14 +2493,14 @@ void func_i1_8018F55C(Effect* effect) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; - effect->obj.pos.x = gPlayer[0].camEye.x + ((Rand_ZeroOne() - 0.5f) * 500.0f); + effect->obj.pos.x = gPlayer[0].camEye.x + RAND_FLOAT_CENTERED(500.0f); effect->obj.pos.y = gPlayer[0].camEye.y + ((Rand_ZeroOne() - 0.8f) * 350.0f); effect->obj.id = OBJ_EFFECT_352; effect->timer_50 = 80; effect->unk_46 = 0x90; effect->obj.pos.z = -4000.0f; effect->vel.z = 60.0f; - effect->scale2 = (Rand_ZeroOne() * 15.0f) + 10.0f; + effect->scale2 = RAND_FLOAT(15.0f) + 10.0f; if (Rand_ZeroOne() < 0.5f) { effect->obj.rot.z = 180.0f; } @@ -2545,7 +2542,7 @@ void func_i1_8018F6F8(Actor* actor, s32 arg1) { actor->obj.rot.z = D_i1_80199AD8[arg1]; actor->state = 100; actor->obj.rot.y = 180.0f; - actor->fwork[0] = Rand_ZeroOne() * 360.0f; + actor->fwork[0] = RAND_FLOAT(360.0f); Object_SetInfo(&actor->info, actor->obj.id); actor->unk_0C9 = 1; actor->iwork[11] = 1; @@ -2643,9 +2640,9 @@ void func_i1_8018F880(Player* player) { player->pos.z = player->pos.z; player->unk_138 = player->pos.z + player->unk_08C; player->unk_088 += 10.0f; - player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 0.5f; + player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f; player->unk_0F4 += 3.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR) * 1.5f; + player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f; func_i1_8018F678(); player->wings.unk_30 = 0; @@ -2711,8 +2708,8 @@ void func_i1_8018F880(Player* player) { player->unk_204 = 0; } if ((player->timer_1F8 < 120) && !(player->timer_1F8 & 0xF)) { - D_80177A48[1] = ((Rand_ZeroOne() - 0.5f) * 60.0f); - D_80177A48[2] = ((Rand_ZeroOne() - 0.5f) * 60.0f); + D_80177A48[1] = RAND_FLOAT_CENTERED(60.0f); + D_80177A48[2] = RAND_FLOAT_CENTERED(60.0f); } if (player->timer_1F8 == 0) { D_80177A48[1] = 0.0f; @@ -3007,8 +3004,8 @@ void func_i1_80190F74(Actor* actor, s32 arg1) { actor->fwork[0] = sp38.x; actor->fwork[1] = sp38.y; actor->fwork[2] = sp38.z; - actor->fwork[7] = Rand_ZeroOne() * 360.0f; - actor->fwork[8] = Rand_ZeroOne() * 360.0f; + actor->fwork[7] = RAND_FLOAT(360.0f); + actor->fwork[8] = RAND_FLOAT(360.0f); actor->vel.x = player->vel.x; actor->vel.y = player->vel.y; actor->vel.z = player->vel.z; @@ -3270,7 +3267,7 @@ void func_i1_80191160(Player* player) { player->unk_138 = player->pos.z; player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130; player->unk_088 += 10.0f; - player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 0.3f; + player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f; player->unk_0F4 += 8.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR); + player->unk_0F0 = SIN_DEG(player->unk_0F4); } diff --git a/src/overlays/ovl_i1/fox_tr360.c b/src/overlays/ovl_i1/fox_tr360.c index ac2f3523..7faf4ff0 100644 --- a/src/overlays/ovl_i1/fox_tr360.c +++ b/src/overlays/ovl_i1/fox_tr360.c @@ -18,7 +18,7 @@ void func_i1_80198C50(void) { obj58->obj.id = D_80178310[i].id; obj58->obj.pos.x = D_80178310[i].xPos; obj58->obj.pos.z = -D_80178310[i].zPos1; - obj58->obj.pos.y = D_80178310[i].yPos - (Rand_ZeroOneSeeded() * 300.0f); + obj58->obj.pos.y = D_80178310[i].yPos - RAND_FLOAT_SEEDED(300.0f); obj58->obj.rot.y = D_80178310[i].rot.y; Object_SetInfo(&obj58->info, obj58->obj.id); obj58++; @@ -83,19 +83,19 @@ void func_i1_80199024(Actor* actor) { f32 cosRotY; if (actor->timer_0BC == 0) { - sp54.y = Rand_ZeroOne() * 1000.0f; - sp54.z = (Rand_ZeroOne() - 0.5f) * 10000.0f; - sp54.x = (Rand_ZeroOne() - 0.5f) * 10000.0f; + sp54.y = RAND_FLOAT(1000.0f); + sp54.z = RAND_FLOAT_CENTERED(10000.0f); + sp54.x = RAND_FLOAT_CENTERED(10000.0f); actor->fwork[4] = sp54.z; actor->fwork[5] = sp54.y; actor->fwork[6] = sp54.x; - actor->timer_0BC = (s32) (Rand_ZeroOne() * 20.0f) + 10; + actor->timer_0BC = RAND_INT(20.0f) + 10; } - sinRotX = __sinf(actor->obj.rot.x * M_DTOR); - cosRotX = __cosf(actor->obj.rot.x * M_DTOR); - sinRotY = __sinf(actor->obj.rot.y * M_DTOR); - cosRotY = __cosf(actor->obj.rot.y * M_DTOR); + sinRotX = SIN_DEG(actor->obj.rot.x); + cosRotX = COS_DEG(actor->obj.rot.x); + sinRotY = SIN_DEG(actor->obj.rot.y); + cosRotY = COS_DEG(actor->obj.rot.y); sp54.z = actor->fwork[4] - actor->obj.pos.x; sp54.y = actor->fwork[5] - actor->obj.pos.y; sp54.x = actor->fwork[6] - actor->obj.pos.z; diff --git a/src/overlays/ovl_i1/sf_ve1.c b/src/overlays/ovl_i1/sf_ve1.c index a1b1bd05..e08f7d7e 100644 --- a/src/overlays/ovl_i1/sf_ve1.c +++ b/src/overlays/ovl_i1/sf_ve1.c @@ -239,16 +239,16 @@ void func_i1_80192518(Actor* actor) { effect->unk_78 = effect->unk_7A; effect->obj.status = 2; - effect->obj.pos.x = (Rand_ZeroOne() - 0.5f) * 3.0f + actor->obj.pos.x; - effect->obj.pos.y = (Rand_ZeroOne() - 0.5f) * 3.0f + actor->obj.pos.y; - effect->obj.pos.z = (Rand_ZeroOne() - 0.5f) * 3.0f + actor->obj.pos.z + 80.0f; + effect->obj.pos.x = RAND_FLOAT_CENTERED(3.0f) + actor->obj.pos.x; + effect->obj.pos.y = RAND_FLOAT_CENTERED(3.0f) + actor->obj.pos.y; + effect->obj.pos.z = RAND_FLOAT_CENTERED(3.0f) + actor->obj.pos.z + 80.0f; effect->scale2 = 8.0f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); - effect->vel.x = (Rand_ZeroOne() - 0.5f) * 5.0f; - effect->vel.y = (Rand_ZeroOne() - 0.5f) * 3.0f + 10.0f; + effect->vel.x = RAND_FLOAT_CENTERED(5.0f); + effect->vel.y = RAND_FLOAT_CENTERED(3.0f) + 10.0f; effect->unk_44 = 100; effect->unk_46 = -5; @@ -274,7 +274,7 @@ void func_i1_80192518(Actor* actor) { break; case 3: - src.x = __sinf(((((30 - actor->timer_0BE) % 10) / 10.0f) * M_PI) * 2) * 5.0f; + src.x = __sinf((((30 - actor->timer_0BE) % 10) / 10.0f) * M_PI * 2) * 5.0f; src.y = 0.0f; src.z = 0.0f; @@ -300,8 +300,8 @@ void func_i1_80192AA4(Actor* actor) { Vec3f dest; f32 var_fs0; - Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * 0.017453292f, 0U); - Matrix_RotateX(gCalcMatrix, actor->obj.rot.x * 0.017453292f, 1U); + Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, 0U); + Matrix_RotateX(gCalcMatrix, actor->obj.rot.x * M_DTOR, 1U); if ((actor->obj.rot.y <= 30.0f) || (actor->obj.rot.y >= 330.0f)) { temp.x = D_i1_80199FFC.x; @@ -316,8 +316,8 @@ void func_i1_80192AA4(Actor* actor) { } if (0.0f <= 450.0f) { for (var_fs0 = 0.0f; var_fs0 <= 450.0f; var_fs0 += 50.0f) { - Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * 0.017453292f, 0U); - Matrix_RotateX(gCalcMatrix, actor->obj.rot.x * 0.017453292f, 1U); + Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, 0U); + Matrix_RotateX(gCalcMatrix, actor->obj.rot.x * M_DTOR, 1U); src.y = var_fs0; Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest); } diff --git a/src/overlays/ovl_i2/fox_me.c b/src/overlays/ovl_i2/fox_me.c index ad4630e5..24faf3fb 100644 --- a/src/overlays/ovl_i2/fox_me.c +++ b/src/overlays/ovl_i2/fox_me.c @@ -487,7 +487,7 @@ void func_i2_801887D0(Boss* boss) { if (boss->swork[0] != 0) { gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, boss->swork[0]); Matrix_Push(&gGfxMatrix); - Matrix_RotateZ(gGfxMatrix, i * (M_PI / 2), 1); + Matrix_RotateZ(gGfxMatrix, M_DTOR * 90.0f * i, 1); Matrix_Translate(gGfxMatrix, 0.0f, 156.0f, 930.0f, 1); if (gGameFrameCount & 1) { @@ -746,7 +746,7 @@ void func_i2_801892F0(Boss* boss, s32 arg1) { Matrix_RotateY(gCalcMatrix, boss->obj.rot.y * M_DTOR, 0); Matrix_RotateX(gCalcMatrix, boss->obj.rot.x * M_DTOR, 1); Matrix_RotateZ(gCalcMatrix, boss->obj.rot.z * M_DTOR, 1); - Matrix_RotateZ(gCalcMatrix, arg1 * (M_PI / 2), 1); + Matrix_RotateZ(gCalcMatrix, M_DTOR * 90.0f * arg1, 1); src.x = 0.0f; src.y = 200.0f; @@ -978,7 +978,7 @@ void func_i2_8018978C(Boss* boss) { if (boss->obj.pos.y > 0.0f) { boss->fwork[13] = -7.0f; } - boss->timer_054 = (s32) (Rand_ZeroOne() * 30.0f) + 40.0f; + boss->timer_054 = RAND_INT(30.0f) + 40.0f; boss->swork[16] = 1; } break; @@ -994,7 +994,7 @@ void func_i2_8018978C(Boss* boss) { if (boss->timer_054 == 0) { boss->swork[16] = 0; - boss->timer_054 = (s32) (Rand_ZeroOne() * 30.0f) + 40.0f; + boss->timer_054 = RAND_INT(30.0f) + 40.0f; } break; } @@ -1015,7 +1015,7 @@ void func_i2_8018978C(Boss* boss) { if (boss->obj.pos.x > 0.0f) { boss->fwork[14] = -7.0f; } - boss->timer_056 = (s32) (Rand_ZeroOne() * 40.0f) + 50.0f; + boss->timer_056 = RAND_INT(40.0f) + 50.0f; boss->swork[17] = 1; } break; @@ -1029,7 +1029,7 @@ void func_i2_8018978C(Boss* boss) { } if (boss->timer_056 == 0) { boss->swork[17] = 0; - boss->timer_056 = (s32) (Rand_ZeroOne() * 40.0f) + 50.0f; + boss->timer_056 = RAND_INT(40.0f) + 50.0f; } break; } @@ -1204,7 +1204,7 @@ void func_i2_8018978C(Boss* boss) { } if (boss->timer_058 == 0) { - boss->timer_058 = (s32) (Rand_ZeroOne() * 80.0f) + 180.0f; + boss->timer_058 = RAND_INT(80.0f) + 180.0f; boss->swork[18] = 1; } break; @@ -1270,7 +1270,7 @@ void func_i2_8018978C(Boss* boss) { D_80178348 = D_80178350 = D_80178354 = 0xFF; func_i2_80187E38(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z + 1300.0f, boss->fwork[12] + boss->obj.rot.z); - boss->fwork[12] = Rand_ZeroOne() * 360.0f; + boss->fwork[12] = RAND_FLOAT(360.0f); } if ((boss->timer_050 == 13) || (boss->timer_050 == 33) || (boss->timer_050 == 53) || (boss->timer_050 == 73)) { @@ -1340,7 +1340,7 @@ void func_i2_8018978C(Boss* boss) { boss->fwork[10] = boss->fwork[10] + 0.0002f; } - boss->obj.rot.x += ((-180.0f - boss->obj.rot.x) * boss->fwork[10]); + boss->obj.rot.x += (-180.0f - boss->obj.rot.x) * boss->fwork[10]; if (boss->timer_052 != 0) { if (boss->swork[0] == 5) { @@ -1364,7 +1364,7 @@ void func_i2_8018978C(Boss* boss) { break; case 9: - boss->obj.rot.x += ((-180.0f - boss->obj.rot.x) * boss->fwork[10]); + boss->obj.rot.x += (-180.0f - boss->obj.rot.x) * boss->fwork[10]; if ((boss->timer_050 > 50) && (boss->timer_050 <= 64)) { boss->fwork[22] -= 0.1f; if (boss->fwork[22] < 0.0f) { @@ -1423,7 +1423,7 @@ void func_i2_8018978C(Boss* boss) { boss->timer_05C = 4; } - Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_i2_80195430[(s32) ((Rand_ZeroOne() * 19.9f))], &dest); + Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_i2_80195430[RAND_INT(19.9f)], &dest); if (!(gGameFrameCount & 1)) { func_8007C120(boss->obj.pos.x + dest.x, boss->obj.pos.y + dest.y, boss->obj.pos.z + dest.z, boss->vel.x, @@ -1465,9 +1465,9 @@ void func_i2_8018978C(Boss* boss) { case 0: for (i = 0; i < 0x64; i++) { - func_80079618(((Rand_ZeroOne() - 0.5f) * 1000.0f) + boss->obj.pos.x, - ((Rand_ZeroOne() - 0.5f) * 1000.0f) + boss->obj.pos.y, - ((Rand_ZeroOne() - 0.5f) * 1000.0f) + boss->obj.pos.z, 3.0f); + func_80079618(RAND_FLOAT_CENTERED(1000.0f) + boss->obj.pos.x, + RAND_FLOAT_CENTERED(1000.0f) + boss->obj.pos.y, + RAND_FLOAT_CENTERED(1000.0f) + boss->obj.pos.z, 3.0f); } break; } @@ -1612,7 +1612,7 @@ void func_i2_8018BACC(Boss* boss) { if (i == 4) { Matrix_Translate(gGfxMatrix, 0.0f, 0, 300.0f, 1); - Matrix_RotateZ(gGfxMatrix, (M_PI / 4), 1); + Matrix_RotateZ(gGfxMatrix, M_PI / 4, 1); Matrix_Scale(gGfxMatrix, boss->fwork[21], boss->fwork[21], 1.0f, 1); } @@ -1627,7 +1627,7 @@ void func_i2_8018BACC(Boss* boss) { } if (i < 4) { - Matrix_RotateZ(gGfxMatrix, i * (M_PI / 2), 1); + Matrix_RotateZ(gGfxMatrix, M_DTOR * 90.0f * i, 1); Matrix_Translate(gGfxMatrix, 0.0f, 200.0f, 500.0f, 1); Matrix_Scale(gGfxMatrix, boss->fwork[17 + i], boss->fwork[17 + i], 1.0f, 1); } @@ -1655,22 +1655,22 @@ void func_i2_8018BACC(Boss* boss) { switch (i) { case 0: Matrix_Translate(gGfxMatrix, 746.0f, 741.0f, 680.0f, 1); - Matrix_RotateZ(gGfxMatrix, -(M_PI / 4), 1); + Matrix_RotateZ(gGfxMatrix, -M_PI / 4, 1); break; case 1: Matrix_Translate(gGfxMatrix, -746.0f, 741.0f, 680.0f, 1); - Matrix_RotateZ(gGfxMatrix, (M_PI / 4), 1); + Matrix_RotateZ(gGfxMatrix, M_PI / 4, 1); break; case 2: Matrix_Translate(gGfxMatrix, -746.0f, -741.0f, 680.0f, 1); - Matrix_RotateZ(gGfxMatrix, (3 * M_PI / 4), 1); + Matrix_RotateZ(gGfxMatrix, 3 * M_PI / 4, 1); break; case 3: Matrix_Translate(gGfxMatrix, 746.0f, -741.0f, 680.0f, 1); - Matrix_RotateZ(gGfxMatrix, -(3 * M_PI / 4), 1); + Matrix_RotateZ(gGfxMatrix, -3 * M_PI / 4, 1); break; } @@ -1686,10 +1686,10 @@ void func_i2_8018BACC(Boss* boss) { Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_102ED50); Matrix_Pop(&gGfxMatrix); - Matrix_RotateX(gGfxMatrix, -(M_PI / 6), 1); + Matrix_RotateX(gGfxMatrix, -M_PI / 6, 1); if (gGameFrameCount & 1) { - Matrix_RotateY(gGfxMatrix, 3.1415927f, 1); + Matrix_RotateY(gGfxMatrix, M_PI, 1); } Matrix_Scale(gGfxMatrix, 2.0f, 2.0f * var_fs1, 2.0f, 1); Matrix_Translate(gGfxMatrix, 0.0f, -20.0f, 0.0f, 1); @@ -1802,12 +1802,12 @@ void func_i2_8018C8F4(Actor* actor1, Actor* actor2) { actor1->obj.status = OBJ_INIT; actor1->obj.id = OBJ_ACTOR_182; - actor1->obj.pos.x = ((Rand_ZeroOneSeeded() - 0.5f) * 2000.0f) + actor2->obj.pos.x; - actor1->obj.pos.y = ((Rand_ZeroOneSeeded() - 0.5f) * 2000.0f) + actor2->obj.pos.y; - actor1->obj.pos.z = (((Rand_ZeroOneSeeded() - 0.5f) * 500.0f) + actor2->obj.pos.z) - 9000.0f; + actor1->obj.pos.x = RAND_FLOAT_CENTERED_SEEDED(2000.0f) + actor2->obj.pos.x; + actor1->obj.pos.y = RAND_FLOAT_CENTERED_SEEDED(2000.0f) + actor2->obj.pos.y; + actor1->obj.pos.z = (RAND_FLOAT_CENTERED_SEEDED(500.0f) + actor2->obj.pos.z) - 9000.0f; - actor1->obj.rot.y = Rand_ZeroOneSeeded() * 360.0f; - actor1->obj.rot.x = Rand_ZeroOneSeeded() * 360.0f; + actor1->obj.rot.y = RAND_FLOAT_SEEDED(360.0f); + actor1->obj.rot.x = RAND_FLOAT_SEEDED(360.0f); actor1->timer_0C2 = 10000; actor1->vel.z = 30.0f; @@ -1823,8 +1823,8 @@ void func_i2_8018CA10(Actor* actor1, Actor* actor2, f32 x, f32 y, f32 z) { actor1->obj.pos.y = actor2->obj.pos.y + y; actor1->obj.pos.z = actor2->obj.pos.x + z; - actor1->obj.rot.y = Rand_ZeroOneSeeded() * 360.0f; - actor1->obj.rot.x = Rand_ZeroOneSeeded() * 360.0f; + actor1->obj.rot.y = RAND_FLOAT_SEEDED(360.0f); + actor1->obj.rot.x = RAND_FLOAT_SEEDED(360.0f); actor1->timer_0C2 = 0x2710; actor1->vel.z = 30.0f; @@ -1848,18 +1848,18 @@ void func_i2_8018CB50(Effect* effect, Actor* actor) { Effect_Initialize(effect); effect->obj.status = OBJ_ACTIVE; effect->obj.id = OBJ_EFFECT_346; - effect->timer_50 = (s32) (Rand_ZeroOne() * 20.0f) + 20.0f; - effect->scale2 = (Rand_ZeroOne() * 0.5f) + 0.5f; + effect->timer_50 = RAND_INT(20.0f) + 20.0f; + effect->scale2 = RAND_FLOAT(0.5f) + 0.5f; effect->obj.pos.x = actor->obj.pos.x; effect->obj.pos.y = actor->obj.pos.y; effect->obj.pos.z = actor->obj.pos.z; - effect->vel.x = (Rand_ZeroOne() - 0.5f) * 30.0f; - effect->vel.y = (Rand_ZeroOne() - 0.5f) * 30.0f; - effect->vel.z = (Rand_ZeroOne() - 0.5f) * 30.0f; + effect->vel.x = RAND_FLOAT_CENTERED(30.0f); + effect->vel.y = RAND_FLOAT_CENTERED(30.0f); + effect->vel.z = RAND_FLOAT_CENTERED(30.0f); - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); Object_SetInfo(&effect->info, effect->obj.id); } @@ -2116,7 +2116,7 @@ void func_i2_8018CD8C(Player* player) { void func_i2_8018D9EC(Actor* actor) { switch (actor->state) { case 0: - actor->fwork[0] = (Rand_ZeroOne() - 0.5f) * 10.0f; + actor->fwork[0] = RAND_FLOAT_CENTERED(10.0f); actor->state = 1; case 1: @@ -2145,7 +2145,7 @@ void func_i2_8018DBEC(Effect* effect) { if (effect->state == 1) { Matrix_RotateX(gGfxMatrix, effect->obj.rot.x * M_DTOR, 1); Matrix_Scale(gGfxMatrix, effect->scale2, effect->scale2, effect->scale2, 1); - Matrix_RotateZ(gGfxMatrix, (M_PI / 2), 1); + Matrix_RotateZ(gGfxMatrix, M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, effect->unk_44); gSPDisplayList(gMasterDisp++, D_60263F0); @@ -2161,7 +2161,7 @@ void func_i2_8018DCE4(Effect* effect) { Matrix_RotateZ(gGfxMatrix, M_PI, 1); } - Matrix_RotateX(gGfxMatrix, -(M_PI / 2), 1); + Matrix_RotateX(gGfxMatrix, -M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); gDPSetPrimColor(gMasterDisp++, 0, 0, 160, 255, 160, effect->unk_44); gSPDisplayList(gMasterDisp++, D_102F5E0); @@ -2471,9 +2471,9 @@ void func_i2_8018E084(Player* player) { player->unk_138 = player->pos.z + player->unk_08C; player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130; player->unk_088 += 10.0f; - player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 0.3f; + player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f; player->unk_0F4 += 8.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR); + player->unk_0F0 = SIN_DEG(player->unk_0F4); } void func_i2_8018ED9C(Actor* actor) { diff --git a/src/overlays/ovl_i2/fox_sx.c b/src/overlays/ovl_i2/fox_sx.c index aee1321a..5c05152b 100644 --- a/src/overlays/ovl_i2/fox_sx.c +++ b/src/overlays/ovl_i2/fox_sx.c @@ -99,10 +99,10 @@ void func_i2_8018F330(Actor* actor) { case 1: actor->unk_0F4.z += 3.0f; - actor->obj.rot.z = __sinf((actor->unk_0F4.z + 90.0f) * M_DTOR) * 60.0f; + actor->obj.rot.z = SIN_DEG(actor->unk_0F4.z + 90.0f) * 60.0f; sp34 = fabsf(actor->obj.pos.z - gBosses[0].obj.pos.z) * 0.1f; - Math_SmoothStepToF(&actor->obj.pos.x, gBosses[0].obj.pos.x + __sinf(actor->unk_0F4.z * M_DTOR) * sp34, 0.1f, - 20.0f, 0.0f); + Math_SmoothStepToF(&actor->obj.pos.x, gBosses[0].obj.pos.x + SIN_DEG(actor->unk_0F4.z) * sp34, 0.1f, 20.0f, + 0.0f); Math_SmoothStepToF(&actor->obj.pos.y, gBosses[0].obj.pos.y, 0.1f, 20.0f, 0.0f); Math_SmoothStepToF(&actor->obj.pos.z, gBosses[0].obj.pos.z, 1.0f, 55.0f, 0); if (gBosses[0].state == 20) { @@ -185,8 +185,8 @@ void func_i2_8018F884(Actor* actor) { break; case -1: - actor->obj.rot.y = (-gPlayer[gPlayerNum].unk_058 * 180.0f) / M_PI; - actor->obj.rot.x = (gPlayer[gPlayerNum].unk_05C * 180.0f) / M_PI; + actor->obj.rot.y = RAD_TO_DEG(-gPlayer[gPlayerNum].unk_058); + actor->obj.rot.x = RAD_TO_DEG(gPlayer[gPlayerNum].unk_05C); RCP_SetupDL(&gMasterDisp, 0x40); gDPSetPrimColor(gMasterDisp++, 0, 0, 220, 70, 30, 255); Matrix_Scale(gGfxMatrix, 70.0f, 70.0f, 1.0f, 1); @@ -392,8 +392,8 @@ void func_i2_80190078(Boss* boss) { Math_SmoothStepToAngle(&boss->fwork[6], 0.0f, 0.1f, 1.0f, 0.00001f); } - boss->fwork[5] = __sinf((boss->timer_054 * 50.0f) * M_DTOR) * boss->timer_054; - boss->fwork[7] = __sinf((boss->timer_054 * 30.0f) * M_DTOR) * boss->timer_054 * 0.5f; + boss->fwork[5] = SIN_DEG(boss->timer_054 * 50.0f) * boss->timer_054; + boss->fwork[7] = SIN_DEG(boss->timer_054 * 30.0f) * boss->timer_054 * 0.5f; Math_SmoothStepToF(&boss->obj.pos.z, gPlayer[0].pos.z + boss->fwork[1], 0.1f, boss->fwork[42], 0); Math_SmoothStepToF(&boss->obj.pos.y, boss->fwork[2], 0.05f, boss->fwork[43], 0); @@ -978,7 +978,7 @@ void func_i2_80190078(Boss* boss) { boss->state = 35; boss->timer_050 = 400; boss->fwork[42] = boss->fwork[43] = boss->fwork[44] = boss->unk_078.y = 0.0f; - boss->swork[9] = Rand_ZeroOne() * 1.9f; + boss->swork[9] = RAND_INT(1.9f); Radio_PlayMessage(gMsg_ID_5498, RCID_BOSS_SECTORX); } } else { @@ -1059,9 +1059,9 @@ void func_i2_80190078(Boss* boss) { } if (!(boss->timer_050 & 3)) { - func_8007D2C8(((Rand_ZeroOne() - 0.5f) * 500.0f) + boss->obj.pos.x, - ((Rand_ZeroOne() - 0.5f) * 500.0f) + boss->obj.pos.y, boss->obj.pos.z + 100.0f, - (Rand_ZeroOne() * 5.0f) + 5.0f); + func_8007D2C8(RAND_FLOAT_CENTERED(500.0f) + boss->obj.pos.x, + RAND_FLOAT_CENTERED(500.0f) + boss->obj.pos.y, boss->obj.pos.z + 100.0f, + RAND_FLOAT(5.0f) + 5.0f); } if ((!(gGameFrameCount & 7)) && (Rand_ZeroOne() < 0.5f)) { @@ -1671,8 +1671,8 @@ void func_i2_801944D4(Actor* actor, s32 arg1) { actor->fwork[0] = destB.x; actor->fwork[1] = destB.y; actor->fwork[2] = destB.z; - actor->fwork[7] = Rand_ZeroOne() * 360.0f; - actor->fwork[8] = Rand_ZeroOne() * 360.0f; + actor->fwork[7] = RAND_FLOAT(360.0f); + actor->fwork[8] = RAND_FLOAT(360.0f); actor->vel.x = player->vel.x; actor->vel.y = player->vel.y; actor->vel.z = player->vel.z; @@ -1957,7 +1957,7 @@ void func_i2_80194728(Player* player) { player->unk_138 = player->pos.z + player->unk_08C; player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130; player->unk_088 += 10.0f; - player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 0.3f; + player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f; player->unk_0F4 += 8.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR); + player->unk_0F0 = SIN_DEG(player->unk_0F4); } diff --git a/src/overlays/ovl_i3/fox_a6.c b/src/overlays/ovl_i3/fox_a6.c index bebc1a4e..fbceb5dc 100644 --- a/src/overlays/ovl_i3/fox_a6.c +++ b/src/overlays/ovl_i3/fox_a6.c @@ -552,13 +552,11 @@ void func_i3_80187944(Boss* bossA6) { gBossFrameCount++; if ((bossA6->state < 6) || ((bossA6->state >= 8) && (bossA6->state < 12))) { - bossA6->obj.rot.y = Math_Atan2F(gPlayer[0].camEye.x - bossA6->obj.pos.x, - gPlayer[0].camEye.z - (bossA6->obj.pos.z + D_80177D20)) * - 180.0f / M_PI; - bossA6->obj.rot.x = -Math_Atan2F(gPlayer[0].camEye.y - bossA6->obj.pos.y, - sqrtf(SQ(gPlayer[0].camEye.z - (bossA6->obj.pos.z + D_80177D20)) + - SQ(gPlayer[0].camEye.x - bossA6->obj.pos.x))) * - 180.0f / M_PI; + bossA6->obj.rot.y = RAD_TO_DEG(Math_Atan2F(gPlayer[0].camEye.x - bossA6->obj.pos.x, + gPlayer[0].camEye.z - (bossA6->obj.pos.z + D_80177D20))); + bossA6->obj.rot.x = RAD_TO_DEG(-Math_Atan2F(gPlayer[0].camEye.y - bossA6->obj.pos.y, + sqrtf(SQ(gPlayer[0].camEye.z - (bossA6->obj.pos.z + D_80177D20)) + + SQ(gPlayer[0].camEye.x - bossA6->obj.pos.x)))); } Matrix_RotateY(gCalcMatrix, bossA6->obj.rot.y * M_DTOR, 0); Matrix_RotateX(gCalcMatrix, bossA6->obj.rot.x * M_DTOR, 1); @@ -651,18 +649,18 @@ void func_i3_80187944(Boss* bossA6) { Math_SmoothStepToAngle(&bossA6->obj.rot.z, bossA6->fwork[A6_FWK_8], 0.05f, bossA6->fwork[A6_FWK_9], 0.00001f); if (bossA6->swork[A6_SWK_25] >= 2) { if (!(gGameFrameCount & 0x3F) && (Rand_ZeroOne() < 0.5f)) { - bossA6->fwork[A6_FWK_6] = gPlayer[0].camEye.x + ((Rand_ZeroOne() - 0.5f) * 500.0f); + bossA6->fwork[A6_FWK_6] = gPlayer[0].camEye.x + RAND_FLOAT_CENTERED(500.0f); } if (!(gGameFrameCount & 0x3F) && (Rand_ZeroOne() < 0.5f)) { - bossA6->fwork[A6_FWK_7] = gPlayer[0].camEye.y + ((Rand_ZeroOne() - 0.5f) * 500.0f); + bossA6->fwork[A6_FWK_7] = gPlayer[0].camEye.y + RAND_FLOAT_CENTERED(500.0f); } } else { if (!(gGameFrameCount & 0x1F) && (Rand_ZeroOne() < 0.7f)) { - bossA6->fwork[A6_FWK_6] = gPlayer[0].camEye.x + (Rand_ZeroOne() - 0.5f) * 1000.0f; + bossA6->fwork[A6_FWK_6] = gPlayer[0].camEye.x + RAND_FLOAT_CENTERED(1000.0f); bossA6->fwork[A6_FWK_30] = 0.0f; } if (!(gGameFrameCount & 0x1F) && (Rand_ZeroOne() < 0.7f)) { - bossA6->fwork[A6_FWK_7] = gPlayer[0].camEye.y + (Rand_ZeroOne() - 0.5f) * 1000.0f; + bossA6->fwork[A6_FWK_7] = gPlayer[0].camEye.y + RAND_FLOAT_CENTERED(1000.0f); bossA6->fwork[A6_FWK_31] = 0.0f; } } @@ -698,9 +696,9 @@ void func_i3_80187944(Boss* bossA6) { bossA6->obj.rot.z = Math_ModF(bossA6->obj.rot.z, 360.0f); Math_SmoothStepToF(&bossA6->fwork[A6_FWK_28], 5.0f, 0.1f, 0.2f, 0.0001f); for (i = 0; i < 10; i++) { - func_80079618(bossA6->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 500.0f), - bossA6->obj.pos.y + ((Rand_ZeroOne() - 0.5f) * 500.0f), - bossA6->obj.pos.z + ((Rand_ZeroOne() - 0.5f) * 100.0f), (Rand_ZeroOne() * 4.0f) + 1.0f); + func_80079618(bossA6->obj.pos.x + RAND_FLOAT_CENTERED(500.0f), + bossA6->obj.pos.y + RAND_FLOAT_CENTERED(500.0f), + bossA6->obj.pos.z + RAND_FLOAT_CENTERED(100.0f), RAND_FLOAT(4.0f) + 1.0f); } if (bossA6->timer_05C == 0) { bossA6->timer_05C = 15; @@ -712,9 +710,9 @@ void func_i3_80187944(Boss* bossA6) { Matrix_MultVec3f(gCalcMatrix, &D_i3_801BED28, &spC8[3]); Matrix_MultVec3f(gCalcMatrix, &D_i3_801BED34, &spC8[4]); for (i = 0; i < 5; i++) { - var_s0 = (Rand_ZeroOne() - 0.5f) * 300.0f; + var_s0 = RAND_FLOAT_CENTERED(300.0f); if (i == 0) { - var_s0 = (Rand_ZeroOne() - 0.5f) * 100.0f; + var_s0 = RAND_FLOAT_CENTERED(100.0f); } func_8007D0E0(bossA6->obj.pos.x + var_s0 + spC8[i].x, bossA6->obj.pos.y + var_s0 + spC8[i].y, bossA6->obj.pos.z + spC8[i].z, 10.0f); @@ -806,9 +804,9 @@ void func_i3_80187944(Boss* bossA6) { Math_SmoothStepToF(&bossA6->fwork[A6_FWK_34], 2.0f, 0.1f, 0.1f, 0.0f); Math_SmoothStepToF(&bossA6->fwork[A6_FWK_35], 1.2f, 0.1f, 0.1f, 0.0f); if (D_i3_801C22F0.unk_24 < 1.0f) { - bossA6->fwork[A6_FWK_6] = gPlayer[0].camEye.x + ((Rand_ZeroOne() - 0.5f) * 1000.0f); - bossA6->fwork[A6_FWK_7] = gPlayer[0].camEye.y + ((Rand_ZeroOne() - 0.5f) * 1000.0f); - bossA6->fwork[A6_FWK_3] = -3700.0f + (Rand_ZeroOne() - 0.5f) * 3000.0f; + bossA6->fwork[A6_FWK_6] = gPlayer[0].camEye.x + RAND_FLOAT_CENTERED(1000.0f); + bossA6->fwork[A6_FWK_7] = gPlayer[0].camEye.y + RAND_FLOAT_CENTERED(1000.0f); + bossA6->fwork[A6_FWK_3] = -3700.0f + RAND_FLOAT_CENTERED(3000.0f); bossA6->fwork[A6_FWK_34] = 2.0f; bossA6->fwork[A6_FWK_35] = 1.2f; if ((bossA6->swork[A6_SWK_37] == 0) && (bossA6->swork[A6_SWK_33 + 0] == 0) && @@ -821,7 +819,7 @@ void func_i3_80187944(Boss* bossA6) { bossA6->swork[A6_SWK_18 + 0] = bossA6->swork[A6_SWK_18 + 1] = bossA6->swork[A6_SWK_18 + 2] = 3; bossA6->fwork[A6_FWK_3] = -1700.0f; if ((bossA6->swork[A6_SWK_25] != 1) && (D_i3_801C2250[A6_BSS_0] != 2)) { - bossA6->fwork[A6_FWK_3] = ((Rand_ZeroOne() - 0.5f) * 1000.0f) + -3700.0f; + bossA6->fwork[A6_FWK_3] = RAND_FLOAT_CENTERED(1000.0f) + -3700.0f; } bossA6->obj.pos.z = gPlayer[0].camEye.z - D_80177D20 + bossA6->fwork[A6_FWK_3]; bossA6->fwork[A6_FWK_6] = bossA6->obj.pos.x = gPlayer[0].camEye.x; @@ -946,7 +944,7 @@ void func_i3_80187944(Boss* bossA6) { if (bossA6->swork[A6_SWK_25] == 0) { bossA6->swork[A6_SWK_25] = 1; } - bossA6->fwork[A6_FWK_3] = ((Rand_ZeroOne() - 0.5f) * 1000.0f) + -3700.0f; + bossA6->fwork[A6_FWK_3] = RAND_FLOAT_CENTERED(1000.0f) + -3700.0f; if (D_i3_801C2250[A6_BSS_28] == 0) { Audio_PlaySfx(0x39404068, bossA6->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } @@ -960,7 +958,7 @@ void func_i3_80187944(Boss* bossA6) { D_i3_801C2250[A6_BSS_30] &= 1; } if (!(gGameFrameCount & 0x3F)) { - bossA6->fwork[A6_FWK_8] = Rand_ZeroOne() * 360.0f; + bossA6->fwork[A6_FWK_8] = RAND_FLOAT(360.0f); bossA6->fwork[A6_FWK_9] = 0.0f; } if ((bossA6->timer_050 == 0) || @@ -1157,9 +1155,9 @@ void func_i3_80187944(Boss* bossA6) { func_i3_8018A464(bossA6, 2); for (i = 0; i < 5; i++) { if (!(gGameFrameCount & 3)) { - D_i3_801BF280[i] = (Rand_ZeroOne() - 0.5f) * 10.0f; - D_i3_801BF2B0[i] = (Rand_ZeroOne() - 0.5f) * 10.0f; - D_i3_801BF2E0[i] = (Rand_ZeroOne() - 0.5f) * 10.0f; + D_i3_801BF280[i] = RAND_FLOAT_CENTERED(10.0f); + D_i3_801BF2B0[i] = RAND_FLOAT_CENTERED(10.0f); + D_i3_801BF2E0[i] = RAND_FLOAT_CENTERED(10.0f); } Math_SmoothStepToF(&D_i3_801BF1F0[i], D_i3_801BF280[i], 1.0f, 5.0f, 0.001f); Math_SmoothStepToF(&D_i3_801BF220[i], D_i3_801BF2B0[i], 1.0f, 5.0f, 0.001f); @@ -1307,7 +1305,7 @@ void func_i3_8018A464(Boss* bossA6, s32 arg1) { D_i3_801BEEC0[i] = 3.0f; if ((bossA6->swork[A6_SWK_6] == 0) && (bossA6->state != 3)) { bossA6->swork[A6_SWK_6] = 20; - D_i3_801BEE00[0].y = (Rand_ZeroOne() - 0.5f) * 720.0f; + D_i3_801BEE00[0].y = RAND_FLOAT_CENTERED(720.0f); if (D_i3_801BEE00[0].y < -20.0f) { D_i3_801BEE00[0].y = -20.0f; } @@ -1327,7 +1325,7 @@ void func_i3_8018A464(Boss* bossA6, s32 arg1) { } } else { bossA6->swork[A6_SWK_9] = 30; - D_i3_801BEE00[0].x = (Rand_ZeroOne() - 0.5f) * 30.0f; + D_i3_801BEE00[0].x = RAND_FLOAT_CENTERED(30.0f); } D_i3_801BF334[0] = D_i3_801BEE00[0].x; } else if (!(bossA6->swork[A6_SWK_9] & 7)) { @@ -1353,7 +1351,7 @@ void func_i3_8018A464(Boss* bossA6, s32 arg1) { D_i3_801BF040[i] = 3.0f; if (bossA6->swork[A6_SWK_7] == 0) { bossA6->swork[A6_SWK_7] = 20; - D_i3_801BEF80[0].y = (Rand_ZeroOne() - 0.5f) * 720.0f; + D_i3_801BEF80[0].y = RAND_FLOAT_CENTERED(720.0f); if (D_i3_801BEF80[0].y < -20.0f) { D_i3_801BEF80[0].y = -20.0f; } @@ -1372,7 +1370,7 @@ void func_i3_8018A464(Boss* bossA6, s32 arg1) { } } else { bossA6->swork[A6_SWK_10] = 30; - D_i3_801BEF80[0].x = (Rand_ZeroOne() - 0.5f) * 30.0f; + D_i3_801BEF80[0].x = RAND_FLOAT_CENTERED(30.0f); } D_i3_801BF364[0] = D_i3_801BEF80[0].x; } else if (!(bossA6->swork[A6_SWK_10] & 7)) { @@ -1397,7 +1395,7 @@ void func_i3_8018A464(Boss* bossA6, s32 arg1) { D_i3_801BF1C0[i] = 3.0f; if (bossA6->swork[A6_SWK_8] == 0) { bossA6->swork[A6_SWK_8] = 20; - D_i3_801BF100[0].y = (Rand_ZeroOne() - 0.5f) * 720.0f; + D_i3_801BF100[0].y = RAND_FLOAT_CENTERED(720.0f); if (D_i3_801BF100[0].y < -20.0f) { D_i3_801BF100[0].y = -20.0f; } @@ -1744,7 +1742,7 @@ void func_i3_8018C0D0(f32* arg0, f32 arg1, Vec3f* arg2, f32 arg3, s32 arg4) { Matrix_Push(&gGfxMatrix); Matrix_Push(&gCalcMatrix); if (i == 4) { - Matrix_RotateX(gCalcMatrix, 1.3962634f, 1); + Matrix_RotateX(gCalcMatrix, 80.0f * M_DTOR, 1); Matrix_RotateX(gCalcMatrix, (90.0f - arg3) * M_DTOR, 1); Matrix_Scale(gCalcMatrix, var_fs3, var_fs3, 1.0f, 1); Matrix_Mult(gGfxMatrix, gCalcMatrix, 1); @@ -1768,7 +1766,7 @@ void func_i3_8018C0D0(f32* arg0, f32 arg1, Vec3f* arg2, f32 arg3, s32 arg4) { Matrix_Pop(&gCalcMatrix); Matrix_Pop(&gGfxMatrix); Matrix_Translate(gCalcMatrix, 0.0f, -120.0f, 0.0f, 1); - Matrix_RotateX(gCalcMatrix, -0.34906584f, 1); + Matrix_RotateX(gCalcMatrix, -20.0f * M_DTOR, 1); Matrix_RotateZ(gCalcMatrix, arg0[i] * M_DTOR, 1); } Matrix_Pop(&gCalcMatrix); @@ -2048,9 +2046,9 @@ void func_i3_8018D694(Actor* actor, s32 arg1) { actor->iwork[11] = 1; actor->unk_0F4.y = 90.0f; actor->fwork[0] = 1.5f; - actor->fwork[7] = Rand_ZeroOneSeeded() * 360.0f; - actor->fwork[8] = Rand_ZeroOneSeeded() * 360.0f; - actor->fwork[9] = Rand_ZeroOneSeeded() * 360.0f; + actor->fwork[7] = RAND_FLOAT_SEEDED(360.0f); + actor->fwork[8] = RAND_FLOAT_SEEDED(360.0f); + actor->fwork[9] = RAND_FLOAT_SEEDED(360.0f); Object_SetInfo(&actor->info, actor->obj.id); Audio_PlaySfx(0x31000011, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } @@ -2107,11 +2105,11 @@ void func_i3_8018DA58(Actor* actor) { switch (actor->state) { /* irregular */ case 1: actor->fwork[7] += 2.5f; - actor->unk_0F4.z = __sinf(actor->fwork[7] * M_DTOR) * 10.0f; + actor->unk_0F4.z = SIN_DEG(actor->fwork[7]) * 10.0f; actor->fwork[8] += 1.0f; - actor->obj.pos.y += __sinf(actor->fwork[8] * M_DTOR) * 1.5f; + actor->obj.pos.y += SIN_DEG(actor->fwork[8]) * 1.5f; actor->fwork[9] += 1.0f; - actor->obj.pos.z += __cosf(actor->fwork[9] * M_DTOR) * 1.5f; + actor->obj.pos.z += COS_DEG(actor->fwork[9]) * 1.5f; break; case 2: Math_SmoothStepToF(&actor->unk_0F4.z, -180.0f, 0.1f, 3.0f, 0.0f); diff --git a/src/overlays/ovl_i3/fox_so.c b/src/overlays/ovl_i3/fox_so.c index 1f8c0577..f39193b6 100644 --- a/src/overlays/ovl_i3/fox_so.c +++ b/src/overlays/ovl_i3/fox_so.c @@ -211,7 +211,7 @@ void func_i3_8019E920(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f3 effect->vel.x = xVel; effect->vel.y = yVel; effect->vel.z = zVel; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); effect->unk_44 = 176; effect->scale2 = scale2; Object_SetInfo(&effect->info, effect->obj.id); @@ -306,7 +306,7 @@ void func_i3_8019EF30(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 actor->obj.pos.x = xPos; actor->obj.pos.y = yPos; actor->obj.pos.z = zPos; - actor->unk_0F4.x = Rand_ZeroOne() * 360.0f; + actor->unk_0F4.x = RAND_FLOAT(360.0f); actor->vel.x = xVel; actor->vel.y = yVel; actor->vel.z = zVel; @@ -337,7 +337,7 @@ void func_i3_8019F0B0(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 actor->obj.pos.x = xPos; actor->obj.pos.y = yPos; actor->obj.pos.z = zPos; - actor->unk_0F4.x = Rand_ZeroOne() * 360.0f; + actor->unk_0F4.x = RAND_FLOAT(360.0f); actor->vel.x = xVel; actor->vel.y = yVel; actor->vel.z = zVel; @@ -409,7 +409,7 @@ void func_i3_8019F20C(Actor* actor) { actor->obj.pos.y = sp8C; for (i = 0; i < 4; i++) { func_i3_8019E9F4(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, D_i3_801BF8E0[i], - (Rand_ZeroOne() * 10.0f) + 10.0f, 0.0f, actor->scale * 5.0f, 1); + RAND_FLOAT(10.0f) + 10.0f, 0.0f, actor->scale * 5.0f, 1); } actor->timer_0C2 = 5; Audio_PlaySfx(0x29000071, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -421,7 +421,7 @@ void func_i3_8019F20C(Actor* actor) { func_8007A6F0(&actor->obj.pos, 0x29000072); for (i = 0; i < 4; i++) { func_i3_8019E9F4(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, D_i3_801BF8E0[i], - (Rand_ZeroOne() * 10.0f) + 10.0f, 0.0f, actor->scale * 5.0f, 1); + RAND_FLOAT(10.0f) + 10.0f, 0.0f, actor->scale * 5.0f, 1); } } if (actor->timer_0BC == 0) { @@ -435,9 +435,8 @@ void func_i3_8019F20C(Actor* actor) { if (actor->obj.id == OBJ_ACTOR_277) { for (i = 0; i < 4; i++) { func_i3_8019F038(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, - D_i3_801BF8F0[i].x + ((Rand_ZeroOne() - 0.5f) * 3.0f), - D_i3_801BF8F0[i].y + ((Rand_ZeroOne() - 0.5f) * 3.0f), - (Rand_ZeroOne() * -10.0f) - 10.0f); + D_i3_801BF8F0[i].x + RAND_FLOAT_CENTERED(3.0f), + D_i3_801BF8F0[i].y + RAND_FLOAT_CENTERED(3.0f), RAND_FLOAT(-10.0f) - 10.0f); } } else if (actor->obj.id == OBJ_ACTOR_275) { actor->unk_044 = 1; @@ -453,9 +452,8 @@ void func_i3_8019F20C(Actor* actor) { func_800794CC(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 0.3f); } for (i = 0; i < 7; i++) { - func_i3_8019E9F4(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, - (Rand_ZeroOne() - 0.5f) * 30.0f, (Rand_ZeroOne() - 0.5f) * 30.0f, 0.0f, - ((2.0f * Rand_ZeroOne()) + 2.0f) * actor->scale, 1); + func_i3_8019E9F4(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, RAND_FLOAT_CENTERED(30.0f), + RAND_FLOAT_CENTERED(30.0f), 0.0f, (RAND_FLOAT(2.0f) + 2.0f) * actor->scale, 1); } func_8007A6F0(&actor->obj.pos, 0x2903A008); } @@ -511,7 +509,7 @@ void func_i3_8019F99C(Actor* actor, Effect* effect, f32 scale1) { effect->obj.pos.z = effect->vel.z = actor->obj.pos.z; effect->scale1 = scale1; effect->unk_60.y = actor->obj.rot.y; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); effect->unk_44 = 255 - (actor->unk_04E * 8); if (effect->unk_44 < 0) { effect->unk_44 = 0; @@ -567,12 +565,12 @@ void func_i3_8019FAA4(Boss* bossSO, Effect* effect, f32 xPos, f32 yPos, f32 zPos effect->vel.z = gPlayer[0].vel.z; } } else { - effect->vel.x = (Rand_ZeroOne() - 0.5f) * 30.0f; - effect->vel.z = (Rand_ZeroOne() - 0.5f) * 30.0f; + effect->vel.x = RAND_FLOAT_CENTERED(30.0f); + effect->vel.z = RAND_FLOAT_CENTERED(30.0f); } effect->unk_60.y = bossSO->obj.rot.y; effect->unk_60.x = 90.0f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); effect->unk_44 = 255; effect->unk_48 = 1; effect->state = 4; @@ -595,7 +593,7 @@ void func_i3_8019FDE0(Boss* bossSO, Effect* effect, f32 xPos, f32 yPos, f32 zPos effect->scale2 = scale2; effect->unk_60.y = bossSO->obj.rot.y; effect->unk_60.x = 0.0f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); effect->unk_44 = 255; effect->unk_48 = 1; effect->state = state + 5; @@ -712,7 +710,7 @@ void func_i3_801A0120(Effect* effect) { sp58 = -100.0f; } func_i3_8019E9F4(effect->obj.pos.x + sp58, effect->obj.pos.y + sp54, effect->obj.pos.z, sp58 * 0.25f, - (Rand_ZeroOne() * 10.0f) + 20.0f, sp58 * 0.25f, 20.0f, 1); + RAND_FLOAT(10.0f) + 20.0f, sp58 * 0.25f, 20.0f, 1); } break; case 1: @@ -778,7 +776,7 @@ void func_i3_801A0120(Effect* effect) { sp58 = -100.0f; } func_i3_8019E9F4(effect->obj.pos.x + sp58, effect->obj.pos.y + -50.0f, effect->obj.pos.z, sp58 * 0.25f, - (Rand_ZeroOne() * 10.0f) + 20.0f, sp58 * 0.25f, 20.0f, 1); + RAND_FLOAT(10.0f) + 20.0f, sp58 * 0.25f, 20.0f, 1); } break; case 5: @@ -790,8 +788,8 @@ void func_i3_801A0120(Effect* effect) { effect->unk_60.x += 0.25f; } effect->unk_60.z += 10.0f; - effect->vel.x = __sinf(effect->unk_60.z * M_DTOR) * (effect->unk_60.x * 10.0f); - effect->vel.y = __cosf(effect->unk_60.z * M_DTOR) * (effect->unk_60.x * 10.0f); + effect->vel.x = SIN_DEG(effect->unk_60.z) * (effect->unk_60.x * 10.0f); + effect->vel.y = COS_DEG(effect->unk_60.z) * (effect->unk_60.x * 10.0f); effect->vel.z = gPlayer[0].vel.z + 15.0f; if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_7) { func_8007A774(&gPlayer[0], effect, effect->scale2 * 18.0f); @@ -814,8 +812,8 @@ void func_i3_801A0120(Effect* effect) { effect->unk_4C = 0; } effect->unk_60.z += 20.0f; - effect->vel.x = __sinf(effect->unk_60.z * M_DTOR) * sp50 * 50.0f; - effect->vel.y = __cosf(effect->unk_60.z * M_DTOR) * sp50 * 50.0f; + effect->vel.x = SIN_DEG(effect->unk_60.z) * sp50 * 50.0f; + effect->vel.y = COS_DEG(effect->unk_60.z) * sp50 * 50.0f; effect->vel.z = gPlayer[0].vel.z + 80.0f; if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_7) { func_8007A774(&gPlayer[0], effect, effect->scale2 * 18.0f); @@ -892,10 +890,10 @@ void func_i3_801A0DF8(f32 xPos, f32 zPos, f32 yRot, s32 index, f32 yPos) { case 0: if (D_80177A10[0] != 0) { sp2C = 5; - D_80177A10[1] = (s32) (Rand_ZeroOne() * 10.0f) + 128; + D_80177A10[1] = RAND_INT(10.0f) + 128; } else { sp2C = 4; - D_80177A10[0] = (s32) (Rand_ZeroOne() * 10.0f) + 128; + D_80177A10[0] = RAND_INT(10.0f) + 128; } break; case 1: @@ -1013,8 +1011,8 @@ void func_i3_801A10F4(Player* player) { D_8017835C = 8; } if (!(gGameFrameCount & 7)) { - func_i3_8019E8B8((Rand_ZeroOne() - 0.5f) * 6000.0f, ((Rand_ZeroOne() - 0.5f) * 5.0f) - 90.0f, - (Rand_ZeroOne() * 2000.0f) - 6000.0f + D_80177D20, (Rand_ZeroOne() * 20.0f) + 20.0f); + func_i3_8019E8B8(RAND_FLOAT_CENTERED(6000.0f), RAND_FLOAT_CENTERED(5.0f) - 90.0f, + RAND_FLOAT(2000.0f) - 6000.0f + D_80177D20, RAND_FLOAT(20.0f) + 20.0f); } if (gCsFrameCount == 380) { for (i = 0; i < 100; i++) { @@ -1074,9 +1072,8 @@ void func_i3_801A10F4(Player* player) { case 3: D_80177CE8 += 60.0f; if (!(gGameFrameCount & 3)) { - func_i3_8019E8B8((Rand_ZeroOne() - 0.5f) * 6000.0f, -400.0f - ((player->camEye.y - 1380.0f) * 0.3f), - ((Rand_ZeroOne() - 0.5f) * 2000.0f) + 500.0f + D_80177D20, - (Rand_ZeroOne() * 20.0f) + 20.0f); + func_i3_8019E8B8(RAND_FLOAT_CENTERED(6000.0f), -400.0f - ((player->camEye.y - 1380.0f) * 0.3f), + RAND_FLOAT_CENTERED(2000.0f) + 500.0f + D_80177D20, RAND_FLOAT(20.0f) + 20.0f); } if (gCsFrameCount == 615) { func_800A6028(player->sfxPos, 0x09000002); @@ -1176,9 +1173,9 @@ void func_i3_801A1CD8(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 actor->vel.z = zVel; actor->iwork[0] = 3; - actor->fwork[0] = (Rand_ZeroOne() - 0.5f) * 25.0f; - actor->fwork[1] = (Rand_ZeroOne() - 0.5f) * 25.0f; - actor->fwork[2] = (Rand_ZeroOne() - 0.5f) * 25.0f; + actor->fwork[0] = RAND_FLOAT_CENTERED(25.0f); + actor->fwork[1] = RAND_FLOAT_CENTERED(25.0f); + actor->fwork[2] = RAND_FLOAT_CENTERED(25.0f); actor->fwork[5] = 2000.0f; actor->gravity = 3.5f; actor->scale = 5.5f; @@ -1198,8 +1195,8 @@ void func_i3_801A1E14(f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot, f32 zRot } void func_i3_801A1EB0(Boss* bossSO, f32 xPos, f32 xOffset, f32 yPos, f32 zPos) { - func_i3_8019E9F4(xPos + xOffset, yPos, zPos, 20.0f, (Rand_ZeroOne() * 10.0f) + 20.0f, 0.0f, 20.0f, 1); - func_i3_8019E9F4(xPos - xOffset, yPos, zPos, -20.0f, (Rand_ZeroOne() * 10.0f) + 20.0f, 0.0f, 20.0f, 1); + func_i3_8019E9F4(xPos + xOffset, yPos, zPos, 20.0f, RAND_FLOAT(10.0f) + 20.0f, 0.0f, 20.0f, 1); + func_i3_8019E9F4(xPos - xOffset, yPos, zPos, -20.0f, RAND_FLOAT(10.0f) + 20.0f, 0.0f, 20.0f, 1); } void func_i3_801A1F80(Boss* bossSO) { @@ -1369,9 +1366,9 @@ void func_i3_801A23F4(Boss* bossSO) { sp40.z = 1100.0f; Matrix_MultVec3f(gCalcMatrix, &sp40, &sp34); for (i = 0; i < 4; i++) { - sp58.x = D_i3_801BF8F0[i].x + (2.0f * (Rand_ZeroOne() - 0.5f)); - sp58.y = 2.0f * (Rand_ZeroOne() - 0.5f); - sp58.z = (Rand_ZeroOne() * 10.0f) + 2.5f; + sp58.x = D_i3_801BF8F0[i].x + RAND_FLOAT_CENTERED(2.0f); + sp58.y = RAND_FLOAT_CENTERED(2.0f); + sp58.z = RAND_FLOAT(10.0f) + 2.5f; Matrix_MultVec3f(gCalcMatrix, &sp58, &sp4C); func_i3_8019F038(bossSO->fwork[SO_FWK_4] + sp34.x, bossSO->fwork[SO_FWK_5] + sp34.y, bossSO->fwork[SO_FWK_6] + sp34.z, sp4C.x, sp4C.y, sp4C.z); @@ -1481,13 +1478,13 @@ void func_i3_801A2C98(Boss* bossSO) { if (bossSO->unk_04C == 60) { for (i = 0; i < 4; i++) { func_i3_8019F038(bossSO->obj.pos.x + 100.0f, 100.0f, bossSO->obj.pos.z + 1100.0f, - D_i3_801BF8F0[i].x + (2.0f * (Rand_ZeroOne() - 0.5f)), - D_i3_801BF8F0[i].y + 10.0f + (2.0f * (Rand_ZeroOne() - 0.5f)), - (Rand_ZeroOne() * -10.0f) - 10.0f); + D_i3_801BF8F0[i].x + RAND_FLOAT_CENTERED(2.0f), + D_i3_801BF8F0[i].y + 10.0f + RAND_FLOAT_CENTERED(2.0f), + RAND_FLOAT(-10.0f) - 10.0f); func_i3_8019F038(bossSO->obj.pos.x - 100.0f, 100.0f, bossSO->obj.pos.z + 1100.0f, - D_i3_801BF8F0[i].x + (2.0f * (Rand_ZeroOne() - 0.5f)), - D_i3_801BF8F0[i].y + 10.0f + (2.0f * (Rand_ZeroOne() - 0.5f)), - (Rand_ZeroOne() * -10.0f) - 10.0f); + D_i3_801BF8F0[i].x + RAND_FLOAT_CENTERED(2.0f), + D_i3_801BF8F0[i].y + 10.0f + RAND_FLOAT_CENTERED(2.0f), + RAND_FLOAT(-10.0f) - 10.0f); } } if (bossSO->unk_04C == 20) { @@ -1651,7 +1648,7 @@ void func_i3_801A3510(Boss* bossSO) { Audio_PlaySfx(0x29432077, bossSO->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } if (bossSO->unk_04C == 94) { - func_i3_801A0DF8(bossSO->fwork[SO_FWK_13], bossSO->fwork[SO_FWK_15], (Rand_ZeroOne() - 0.5f) * 60.0f, 4, + func_i3_801A0DF8(bossSO->fwork[SO_FWK_13], bossSO->fwork[SO_FWK_15], RAND_FLOAT_CENTERED(60.0f), 4, 2.0f); bossSO->timer_050 = 90; } @@ -1680,9 +1677,8 @@ void func_i3_801A3510(Boss* bossSO) { if (bossSO->unk_04C == 65) { for (i = 0; i < 4; i++) { func_i3_8019F194(bossSO->obj.pos.x, bossSO->obj.pos.y + 300.0f, bossSO->obj.pos.z + 1000.0f, - D_i3_801BF8F0[i].x + ((Rand_ZeroOne() - 0.5f) * 0.25f), - D_i3_801BF8F0[i].y + ((Rand_ZeroOne() - 0.5f) * 0.25f), - (Rand_ZeroOne() * 10.0f) + 100.0f); + D_i3_801BF8F0[i].x + RAND_FLOAT_CENTERED(0.25f), + D_i3_801BF8F0[i].y + RAND_FLOAT_CENTERED(0.25f), RAND_FLOAT(10.0f) + 100.0f); } } if ((bossSO->unk_048 != 0) && (bossSO->unk_04C == 68)) { @@ -1877,8 +1873,8 @@ void func_i3_801A4214(Boss* bossSO) { gShowBossHealth = false; Audio_PlaySfx(0x39439076, bossSO->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); func_i3_801A1E14(bossSO->fwork[SO_FWK_4], bossSO->fwork[SO_FWK_5] + 300.0f, bossSO->fwork[SO_FWK_6], - bossSO->fwork[SO_FWK_1], bossSO->fwork[SO_FWK_2], 73.0f, - (Rand_ZeroOne() - 0.5f) * 50.0f, 80.0f, 40.0f, 8); + bossSO->fwork[SO_FWK_1], bossSO->fwork[SO_FWK_2], 73.0f, RAND_FLOAT_CENTERED(50.0f), + 80.0f, 40.0f, 8); D_i3_801C2768[3] = 6.0f; D_i3_801C2768[2] = 100.0f; D_80178340 = 255; @@ -1998,31 +1994,25 @@ void func_i3_801A4A34(Boss* bossSO) { bossSO->swork[SO_SWK_2] = 0; func_i3_801A1E14(bossSO->fwork[SO_FWK_28], bossSO->fwork[SO_FWK_29], bossSO->fwork[SO_FWK_30], bossSO->fwork[SO_FWK_41], bossSO->fwork[SO_FWK_42], bossSO->fwork[SO_FWK_43], - (Rand_ZeroOne() * -25.0f) - 10.0f, (Rand_ZeroOne() * 25.0f) + 30.0f, - ((Rand_ZeroOne() - 0.5f) * 25.0f) - 50.0f, 0); + RAND_FLOAT(-25.0f) - 10.0f, RAND_FLOAT(25.0f) + 30.0f, RAND_FLOAT_CENTERED(25.0f) - 50.0f, 0); func_i3_801A1E14(bossSO->fwork[SO_FWK_22], bossSO->fwork[SO_FWK_23], bossSO->fwork[SO_FWK_24], bossSO->fwork[SO_FWK_47], bossSO->fwork[SO_FWK_48], bossSO->fwork[SO_FWK_49], - (Rand_ZeroOne() * -25.0f) - 10.0f, (Rand_ZeroOne() * 25.0f) + 30.0f, - ((Rand_ZeroOne() - 0.5f) * 25.0f) - 50.0f, 1); + RAND_FLOAT(-25.0f) - 10.0f, RAND_FLOAT(25.0f) + 30.0f, RAND_FLOAT_CENTERED(25.0f) - 50.0f, 1); func_i3_801A1E14(bossSO->fwork[SO_FWK_10], bossSO->fwork[SO_FWK_11], bossSO->fwork[SO_FWK_12], bossSO->fwork[SO_FWK_35], bossSO->fwork[SO_FWK_36], bossSO->fwork[SO_FWK_37], - (Rand_ZeroOne() * -25.0f) - 10.0f, (Rand_ZeroOne() * 25.0f) + 30.0f, - ((Rand_ZeroOne() - 0.5f) * 25.0f) - 50.0f, 2); + RAND_FLOAT(-25.0f) - 10.0f, RAND_FLOAT(25.0f) + 30.0f, RAND_FLOAT_CENTERED(25.0f) - 50.0f, 2); } if (bossSO->swork[SO_SWK_3] < 0) { bossSO->swork[SO_SWK_3] = 0; func_i3_801A1E14(bossSO->fwork[SO_FWK_25], bossSO->fwork[SO_FWK_26], bossSO->fwork[SO_FWK_27], bossSO->fwork[SO_FWK_38], bossSO->fwork[SO_FWK_39], bossSO->fwork[SO_FWK_40], - (Rand_ZeroOne() * 25.0f) + 10.0f, (Rand_ZeroOne() * 25.0f) + 30.0f, - ((Rand_ZeroOne() - 0.5f) * 25.0f) - 50.0f, 5); + RAND_FLOAT(25.0f) + 10.0f, RAND_FLOAT(25.0f) + 30.0f, RAND_FLOAT_CENTERED(25.0f) - 50.0f, 5); func_i3_801A1E14(bossSO->fwork[SO_FWK_19], bossSO->fwork[SO_FWK_20], bossSO->fwork[SO_FWK_21], bossSO->fwork[SO_FWK_44], bossSO->fwork[SO_FWK_45], bossSO->fwork[SO_FWK_46], - (Rand_ZeroOne() * 25.0f) + 10.0f, (Rand_ZeroOne() * 25.0f) + 30.0f, - ((Rand_ZeroOne() - 0.5f) * 25.0f) - 50.0f, 4); + RAND_FLOAT(25.0f) + 10.0f, RAND_FLOAT(25.0f) + 30.0f, RAND_FLOAT_CENTERED(25.0f) - 50.0f, 4); func_i3_801A1E14(bossSO->fwork[SO_FWK_7], bossSO->fwork[SO_FWK_8], bossSO->fwork[SO_FWK_9], bossSO->fwork[SO_FWK_32], bossSO->fwork[SO_FWK_33], bossSO->fwork[SO_FWK_34], - (Rand_ZeroOne() * 25.0f) + 10.0f, (Rand_ZeroOne() * 25.0f) + 30.0f, - ((Rand_ZeroOne() - 0.5f) * 25.0f) - 50.0f, 3); + RAND_FLOAT(25.0f) + 10.0f, RAND_FLOAT(25.0f) + 30.0f, RAND_FLOAT_CENTERED(25.0f) - 50.0f, 3); } switch (bossSO->unk_04C) { case 30: @@ -2096,13 +2086,13 @@ void func_i3_801A4EF8(Boss* bossSO) { D_Timer_80177BD0[gMainController] = 70; for (i = 0; i < 4; i++) { func_i3_8019F038(bossSO->obj.pos.x + 100.0f, 100.0f, bossSO->obj.pos.z + 1100.0f, - D_i3_801BF8F0[i].x + (2.0f * (Rand_ZeroOne() - 0.5f)), - D_i3_801BF8F0[i].y + 10.0f + (2.0f * (Rand_ZeroOne() - 0.5f)), - (Rand_ZeroOne() * -10.0f) - 10.0f); + D_i3_801BF8F0[i].x + RAND_FLOAT_CENTERED(2.0f), + D_i3_801BF8F0[i].y + 10.0f + RAND_FLOAT_CENTERED(2.0f), + RAND_FLOAT(-10.0f) - 10.0f); func_i3_8019F038(bossSO->obj.pos.x - 100.0f, 100.0f, bossSO->obj.pos.z + 1100.0f, - D_i3_801BF8F0[i].x + (2.0f * (Rand_ZeroOne() - 0.5f)), - D_i3_801BF8F0[i].y + 10.0f + (2.0f * (Rand_ZeroOne() - 0.5f)), - (Rand_ZeroOne() * -10.0f) - 10.0f); + D_i3_801BF8F0[i].x + RAND_FLOAT_CENTERED(2.0f), + D_i3_801BF8F0[i].y + 10.0f + RAND_FLOAT_CENTERED(2.0f), + RAND_FLOAT(-10.0f) - 10.0f); } } if (bossSO->swork[SO_SWK_11] == 16) { @@ -2140,8 +2130,8 @@ void func_i3_801A4EF8(Boss* bossSO) { gActors[9].unk_0D0 = 2; } if (bossSO->swork[SO_SWK_11] <= 170) { - bossSO->vel.y = __cosf(bossSO->obj.rot.x * M_DTOR) * 80.0f; - bossSO->vel.z = (__sinf(bossSO->obj.rot.x * M_DTOR) * 30.0f) + gPlayer[0].vel.z; + bossSO->vel.y = COS_DEG(bossSO->obj.rot.x) * 80.0f; + bossSO->vel.z = (SIN_DEG(bossSO->obj.rot.x) * 30.0f) + gPlayer[0].vel.z; } if (bossSO->obj.rot.x < 190.0f) { bossSO->obj.rot.x += 1.0f; @@ -2743,8 +2733,8 @@ void func_i3_801A71B8(Boss* bossSO) { Matrix_Pop(&gGfxMatrix); Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, bossSO->obj.pos.x, bossSO->obj.pos.y + 230.0f, - (bossSO->obj.pos.z - 300.0f) + D_80177D20, 1); - Matrix_RotateX(gGfxMatrix, M_PI * 0.027777777, 1); // 1 / 36 + bossSO->obj.pos.z - 300.0f + D_80177D20, 1); + Matrix_RotateX(gGfxMatrix, M_DTOR * 5.0f, 1); Matrix_Scale(gGfxMatrix, D_i3_801C2768[13], 1.0f, D_i3_801C2768[13], 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_20112C0); @@ -2755,7 +2745,7 @@ void func_i3_801A71B8(Boss* bossSO) { Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, bossSO->obj.pos.x, bossSO->obj.pos.y + 270.0f, (bossSO->obj.pos.z - 300.0f) + D_80177D20, 1); - Matrix_RotateX(gGfxMatrix, -M_PI / 60.0f, 1); + Matrix_RotateX(gGfxMatrix, -3.0f * M_DTOR, 1); Matrix_Scale(gGfxMatrix, D_i3_801C2768[13], 1.0f, D_i3_801C2768[13], 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_20112C0); @@ -3133,9 +3123,9 @@ void func_i3_801A7930(Player* player) { Math_SmoothStepToF(&player->camAt.y, D_801779B8, D_80177A48[0], 50000.0f, 0.0f); Math_SmoothStepToF(&player->camAt.z, D_801779C0, D_80177A48[0], 50000.0f, 0.0f); player->unk_088 += 10.0f; - player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 0.3f; + player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f; player->unk_0F4 += 8.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR); + player->unk_0F0 = SIN_DEG(player->unk_0F4); } void func_i3_801A8BE8(Actor* actor) { diff --git a/src/overlays/ovl_i3/fox_zo.c b/src/overlays/ovl_i3/fox_zo.c index 01d8cc22..a8943098 100644 --- a/src/overlays/ovl_i3/fox_zo.c +++ b/src/overlays/ovl_i3/fox_zo.c @@ -4,7 +4,7 @@ // 13.0f, // { { -163.79999f, 187.2f }, { 1495.0f, 119.6f }, { 0.0f, 153.4f } }, // { { -397.8f, 130.0f }, { 1284.3999f, 262.59998f }, { 0.0f, 80.6f } }, -// { { -223.599991f, 197.599991f }, { 904.8f, 145.59999f }, { 0.0f, 140.4f } }, +// { { -223.59999f, 197.59999f }, { 904.8f, 145.59999f }, { 0.0f, 140.4f } }, // { // HITBOX_UNK_2, // { 40.0f, 0.0f, 0.0f }, @@ -15,14 +15,14 @@ // { 40.0f, 0.0f, 0.0f }, // { { -561.6f, 119.6f }, { 600.6f, 319.8f }, { -338.0f, 104.0f } }, // }, -// { { -78.0f, 231.4f }, { 577.19995f, 184.599991f }, { 0.0f, 189.799988f } }, -// { { 26.0f, 754.0f }, { 140.4f, 267.8f }, { 0.0f, 215.799988f } }, +// { { -78.0f, 231.4f }, { 577.19995f, 184.59999f }, { 0.0f, 189.79999f } }, +// { { 26.0f, 754.0f }, { 140.4f, 267.8f }, { 0.0f, 215.79999f } }, // { { -556.39996f, 260.0f }, { 491.4f, 226.2f }, { 0.0f, 179.4f } }, -// { { -213.2f, 200.2f }, { 473.199982f, 231.4f }, { 613.6f, 187.2f } }, -// { { -213.2f, 200.2f }, { 473.199982f, 231.4f }, { -613.6f, 187.2f } }, -// { { -351.0f, 694.199951f }, { 33.8f, 208.0f }, { 572.0f, 306.8f } }, -// { { -351.0f, 694.199951f }, { 33.8f, 208.0f }, { -572.0f, 306.8f } }, -// { { -896.99994f, 244.4f }, { 863.199951f, 171.599991f }, { 0.0f, 93.6f } }, +// { { -213.2f, 200.2f }, { 473.19998f, 231.4f }, { 613.6f, 187.2f } }, +// { { -213.2f, 200.2f }, { 473.19998f, 231.4f }, { -613.6f, 187.2f } }, +// { { -351.0f, 694.19995f }, { 33.8f, 208.0f }, { 572.0f, 306.8f } }, +// { { -351.0f, 694.19995f }, { 33.8f, 208.0f }, { -572.0f, 306.8f } }, +// { { -896.99994f, 244.4f }, { 863.19995f, 171.59999f }, { 0.0f, 93.6f } }, // }; typedef struct { @@ -565,13 +565,13 @@ f32 sZoFwork[ZO_BSF_MAX]; void func_i3_8018FF50(Actor* actor) { f32 temp; + (void) " Enm->hitNO %d\n"; // Unclear where this goes. hitNO can't be info.bonus. Damage related? - actor->obj.rot.y = - Math_Atan2F(gPlayer[0].camEye.x - actor->obj.pos.x, gPlayer[0].camEye.z - (actor->obj.pos.z + D_80177D20)) * - 180.0f / M_PI; + actor->obj.rot.y = RAD_TO_DEG( + Math_Atan2F(gPlayer[0].camEye.x - actor->obj.pos.x, gPlayer[0].camEye.z - (actor->obj.pos.z + D_80177D20))); temp = sqrtf(SQ(gPlayer[0].camEye.z - (actor->obj.pos.z + D_80177D20)) + SQ(gPlayer[0].camEye.x - actor->obj.pos.x)); - actor->obj.rot.x = -Math_Atan2F(gPlayer[0].camEye.y - actor->obj.pos.y, temp) * 180.0f / M_PI; + actor->obj.rot.x = RAD_TO_DEG(-Math_Atan2F(gPlayer[0].camEye.y - actor->obj.pos.y, temp)); } void func_i3_80190028(Actor* actor, Vec3f* pos, Vec3f* rot, f32 xVel, f32 yVel, f32 zVel, s32 arg6, f32 scale, s32 arg8, @@ -695,8 +695,8 @@ void func_i3_801904CC(Actor* actor) { break; case 1: for (i = 0; i < 11; i++) { - func_i3_801900FC(&actor->vwork[i], &actor->vwork[i + 11], (Rand_ZeroOne() - 0.5f) * 20.0f, - Rand_ZeroOne() * -10.0f, Rand_ZeroOne() * 10.0f, 41, actor->scale, 200, i); + func_i3_801900FC(&actor->vwork[i], &actor->vwork[i + 11], RAND_FLOAT_CENTERED(20.0f), + RAND_FLOAT(-10.0f), RAND_FLOAT(10.0f), 41, actor->scale, 200, i); } actor->unk_044 = 0; func_80066254(actor); @@ -737,10 +737,10 @@ void func_i3_80190790(Actor* actor) { actor->unk_04E = 0; } actor->fwork[0] += 4.0f; - actor->vel.y = __sinf(actor->fwork[0] * M_DTOR) * 20.0f; + actor->vel.y = SIN_DEG(actor->fwork[0]) * 20.0f; actor->unk_0F4.x = -actor->vel.y * 2.5f; actor->fwork[1] += 5.0f; - actor->unk_0F4.z = __sinf(actor->fwork[1] * M_DTOR) * 30.0f; + actor->unk_0F4.z = SIN_DEG(actor->fwork[1]) * 30.0f; for (i = 0, sp30 = gActors; i < 60; i++, sp30++) { if ((sp30->obj.status == OBJ_ACTIVE) && (sp30->obj.id == OBJ_ACTOR_239) && (sp30->iwork[0] == actor->iwork[0])) { @@ -880,7 +880,7 @@ void func_i3_80191010(Actor* actor) { switch (actor->state) { case 0: actor->fwork[3] = actor->obj.rot.x; - actor->fwork[1] = (Rand_ZeroOne() - 0.5f) * 1000.0f; + actor->fwork[1] = RAND_FLOAT_CENTERED(1000.0f); actor->health = 10; actor->timer_0BC = 30; actor->scale = 5.0f; @@ -936,8 +936,8 @@ void func_i3_80191010(Actor* actor) { break; case 3: for (i = 0; i < 3; i++) { - func_i3_801900FC(&actor->vwork[i], &actor->vwork[3 + i], (Rand_ZeroOne() - 0.5f) * 20.0f, - Rand_ZeroOne() * -10.0f, Rand_ZeroOne() * 10.0f, 42, actor->scale, 200, i); + func_i3_801900FC(&actor->vwork[i], &actor->vwork[3 + i], RAND_FLOAT_CENTERED(20.0f), RAND_FLOAT(-10.0f), + RAND_FLOAT(10.0f), 42, actor->scale, 200, i); } actor->unk_044 = 4; func_80066254(actor); @@ -1024,8 +1024,8 @@ void func_i3_80191680(Actor* actor) { } if (actor->timer_0BC == 0) { actor->timer_0BC = 30; - actor->fwork[1] = gPlayer[0].pos.x + ((Rand_ZeroOne() - 0.5f) * 1000.0f); - actor->fwork[2] = gPlayer[0].pos.y + 50.0f + (Rand_ZeroOne() * 200.0f); + actor->fwork[1] = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(1000.0f); + actor->fwork[2] = gPlayer[0].pos.y + 50.0f + RAND_FLOAT(200.0f); actor->fwork[3] = gPlayer[0].unk_138 - 1500.0f; } actor->fwork[3] += gPlayer[0].vel.z; @@ -1105,10 +1105,9 @@ void func_i3_80191BC4(Actor* actor) { actor->fwork[0] += 10.0f; func_i3_8018FF50(actor); if (!(gGameFrameCount & 1)) { - func_8007C484(((Rand_ZeroOne() - 0.5f) * 50.0f) + actor->obj.pos.x, - ((Rand_ZeroOne() - 0.5f) * 50.0f) + actor->obj.pos.y, - ((Rand_ZeroOne() - 0.5f) * 50.0f) + actor->obj.pos.z, actor->vel.x, actor->vel.y, actor->vel.z, - (Rand_ZeroOne() * 0.05f) + 0.05f, 0); + func_8007C484(RAND_FLOAT_CENTERED(50.0f) + actor->obj.pos.x, RAND_FLOAT_CENTERED(50.0f) + actor->obj.pos.y, + RAND_FLOAT_CENTERED(50.0f) + actor->obj.pos.z, actor->vel.x, actor->vel.y, actor->vel.z, + RAND_FLOAT(0.05f) + 0.05f, 0); } } @@ -1264,8 +1263,8 @@ void func_i3_80192094(Actor* actor) { break; case 4: for (i = 0; i < 6; i++) { - func_i3_801900FC(&actor->vwork[i], &actor->vwork[i + 6], (Rand_ZeroOne() - 0.5f) * 40.0f, - Rand_ZeroOne() * -10.0f, Rand_ZeroOne() * 20.0f, 44, actor->scale, 200, i); + func_i3_801900FC(&actor->vwork[i], &actor->vwork[i + 6], RAND_FLOAT_CENTERED(40.0f), RAND_FLOAT(-10.0f), + RAND_FLOAT(20.0f), 44, actor->scale, 200, i); } actor->unk_044 = 5; func_80066254(actor); @@ -1366,8 +1365,8 @@ void func_i3_80192834(Actor* actor) { break; case 2: for (i = 0; i < 5; i++) { - func_i3_801900FC(&actor->vwork[i], &actor->vwork[5 + i], (Rand_ZeroOne() - 0.5f) * 20.0f, - Rand_ZeroOne() * -10.0f, Rand_ZeroOne() * 10.0f, 43, actor->scale, 200, i); + func_i3_801900FC(&actor->vwork[i], &actor->vwork[5 + i], RAND_FLOAT_CENTERED(20.0f), RAND_FLOAT(-10.0f), + RAND_FLOAT(10.0f), 43, actor->scale, 200, i); } actor->unk_044 = 0; func_80066254(actor); @@ -1483,8 +1482,8 @@ void func_i3_80192E64(Actor* actor) { break; case 3: for (i = 0; i < 9; i++) { - func_i3_801900FC(&actor->vwork[i], &actor->vwork[9 + i], (Rand_ZeroOne() - 0.5f) * 40.0f, - Rand_ZeroOne() * -10.0f, Rand_ZeroOne() * 20.0f, 59, actor->scale, 200, i); + func_i3_801900FC(&actor->vwork[i], &actor->vwork[9 + i], RAND_FLOAT_CENTERED(40.0f), RAND_FLOAT(-10.0f), + RAND_FLOAT(20.0f), 59, actor->scale, 200, i); } actor->unk_044 = 7; func_80066254(actor); @@ -1636,10 +1635,10 @@ void func_i3_801937D8(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 yRot) { effect->obj.pos.z = zPos; effect->unk_44 = 100; effect->scale2 = 3.0f; - effect->scale1 = (Rand_ZeroOne() - 0.5f) * 20.0f; + effect->scale1 = RAND_FLOAT_CENTERED(20.0f); effect->unk_78 = 100; effect->unk_7A = 14; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); Object_SetInfo(&effect->info, effect->obj.id); } @@ -1672,8 +1671,8 @@ void func_i3_80193970(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 yRot, s3 effect->obj.pos.z = zPos; effect->scale2 = 8.0f; effect->unk_44 = arg5; - effect->scale1 = (Rand_ZeroOne() - 0.5f) * 200.0f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->scale1 = RAND_FLOAT_CENTERED(200.0f); + effect->obj.rot.z = RAND_FLOAT(360.0f); effect->state = 1; effect->unk_78 = 100; effect->unk_7A = 13; @@ -1700,8 +1699,8 @@ void func_i3_80193B08(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale) { effect->obj.pos.x = xPos; effect->obj.pos.y = yPos; effect->obj.pos.z = zPos; - effect->vel.x = (Rand_ZeroOne() - 0.5f) * 5.0f; - effect->vel.y = (Rand_ZeroOne() - 0.5f) * 3.0f; + effect->vel.x = RAND_FLOAT_CENTERED(5.0f); + effect->vel.y = RAND_FLOAT_CENTERED(3.0f); effect->unk_48 = 3; if (Rand_ZeroOne() < 0.5f) { effect->unk_48 = -effect->unk_48; @@ -1711,7 +1710,7 @@ void func_i3_80193B08(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale) { effect->unk_78 = 101; effect->unk_7A = 15; effect->scale2 = scale * 0.25f; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); if (scale == 6.0f) { effect->vel.z = gPlayer[0].vel.z * 0.6f; } @@ -2299,7 +2298,7 @@ void func_i3_80194A84(Boss* bossZO) { bossZO->swork[ZO_SWK_1] &= 1; } bossZO->fwork[ZO_FWK_5] += 4.0f; - bossZO->vel.x = __cosf(bossZO->fwork[ZO_FWK_5] * M_DTOR) * 40.0f; + bossZO->vel.x = COS_DEG(bossZO->fwork[ZO_FWK_5]) * 40.0f; Math_SmoothStepToAngle(&bossZO->fwork[ZO_FWK_7], Math_RadToDeg(Math_Atan2F(bossZO->fwork[ZO_FWK_6] - bossZO->obj.pos.x, (D_i3_801BF6BC[bossZO->swork[ZO_SWK_1]] + @@ -2484,22 +2483,22 @@ void func_i3_80194A84(Boss* bossZO) { D_80178340 = D_80178358 = 255; D_80178358 = 0; D_8017835C = 25; - D_80178480 = (Rand_ZeroOne() * 20.0f) + 20.0f; + D_80178480 = (s32) (RAND_FLOAT(20.0f) + 20.0f); } if (D_80178480 == 29) { D_80178348 = D_80178350 = D_80178354 = D_80178340 = 0; } if (!(gGameFrameCount & 3)) { - spE4.x = ((Rand_ZeroOne() - 0.5f) * 300.0f) + bossZO->obj.pos.x; - spE4.y = ((Rand_ZeroOne() - 0.5f) * 200.0f) + (bossZO->obj.pos.y + 600.0f); + spE4.x = RAND_FLOAT_CENTERED(300.0f) + bossZO->obj.pos.x; + spE4.y = RAND_FLOAT_CENTERED(200.0f) + (bossZO->obj.pos.y + 600.0f); spE4.z = bossZO->obj.pos.z - 50.0f; spD8.x = bossZO->obj.rot.x; - spD8.y = Math_ModF(((Rand_ZeroOne() - 0.5f) * 60.0f) + 360.0f, 360.0f); + spD8.y = Math_ModF(RAND_FLOAT_CENTERED(60.0f) + 360.0f, 360.0f); spD8.z = bossZO->obj.rot.z; for (i = 0; i < 5; i++) { - func_i3_801900FC(&spE4, &spD8, (Rand_ZeroOne() - 0.5f) * 30.0f, (Rand_ZeroOne() - 0.5f) * 20.0f, - (Rand_ZeroOne() - 0.5f) * 30.0f, 4, 1.0f, - (Rand_ZeroOne() * 15.0f) + (bossZO->unk_3F8 * 10.0f), 0); + func_i3_801900FC(&spE4, &spD8, RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(20.0f), + RAND_FLOAT_CENTERED(30.0f), 4, 1.0f, RAND_FLOAT(15.0f) + (bossZO->unk_3F8 * 10.0f), + 0); } } bossZO->vel.x = 0.0f; @@ -2510,7 +2509,7 @@ void func_i3_80194A84(Boss* bossZO) { } func_8007C120(sZoFwork[ZO_BSF_55_X], sZoFwork[ZO_BSF_55_Y], sZoFwork[ZO_BSF_55_Z], bossZO->vel.x, bossZO->vel.y, bossZO->vel.z, 0.2f, 10); - func_8007D0E0(((Rand_ZeroOne() - 0.5f) * 200.0f) + sZoFwork[ZO_BSF_55_X], + func_8007D0E0(RAND_FLOAT_CENTERED(200.0f) + sZoFwork[ZO_BSF_55_X], ((Rand_ZeroOne() - 0.2f) * 800.0f) + sZoFwork[ZO_BSF_55_Y], sZoFwork[ZO_BSF_55_Z], 10.0f); if (bossZO->timer_050 == 30) { Radio_PlayMessage(gMsg_ID_6079, RCID_BOSS_ZONESS); @@ -2546,8 +2545,8 @@ void func_i3_80194A84(Boss* bossZO) { D_801779A8[0] = 20.0f; if (!(gGameFrameCount & 7) && (func_800A73E4(&sp134, &sp130, bossZO->obj.pos.x, -300.0f, bossZO->obj.pos.z) != 0)) { - func_8008377C(((Rand_ZeroOne() - 0.5f) * 500.0f) + bossZO->obj.pos.x, sp134 - 300.0f, - ((Rand_ZeroOne() - 0.5f) * 3000.0f) + bossZO->obj.pos.z, 5.0f, 2.0f); + func_8008377C(RAND_FLOAT_CENTERED(500.0f) + bossZO->obj.pos.x, sp134 - 300.0f, + RAND_FLOAT_CENTERED(3000.0f) + bossZO->obj.pos.z, 5.0f, 2.0f); } if ((bossZO->timer_050 == 0) || (bossZO->obj.pos.y < -800.0f)) { Object_Kill(&bossZO->obj, bossZO->sfxPos); @@ -2736,9 +2735,9 @@ void func_i3_80194A84(Boss* bossZO) { if ((sZoSwork[ZO_BSS_13] < 2) && (sZoLimbTimers[ZO_LIMB_5] != LIMB_DESTROYED)) { D_801779A8[0] = 20.0f; if (!(gGameFrameCount & 1)) { - func_8007D0E0(((Rand_ZeroOne() - 0.5f) * 200.0f) + sZoFwork[ZO_BSF_52_X], - ((Rand_ZeroOne() - 0.5f) * 200.0f) + sZoFwork[ZO_BSF_52_Y], - ((Rand_ZeroOne() - 0.5f) * 100.0f) + sZoFwork[ZO_BSF_52_Z], 5.0f); + func_8007D0E0(RAND_FLOAT_CENTERED(200.0f) + sZoFwork[ZO_BSF_52_X], + RAND_FLOAT_CENTERED(200.0f) + sZoFwork[ZO_BSF_52_Y], + RAND_FLOAT_CENTERED(100.0f) + sZoFwork[ZO_BSF_52_Z], 5.0f); } if (bossZO->swork[ZO_SWK_14] != 0) { if (sZoLimbTimers[ZO_LIMB_5] == 0) { @@ -3037,9 +3036,9 @@ void func_i3_80194A84(Boss* bossZO) { } if (func_800A73E4(&sp134, &sp130, bossZO->obj.pos.x, bossZO->obj.pos.y - 500.0f, bossZO->obj.pos.z) != 0) { Math_SmoothStepToF(&bossZO->obj.pos.y, sp134 - 20.0f, 0.1f, bossZO->fwork[ZO_FWK_4], 0.0f); - bossZO->fwork[ZO_FWK_1] = __sinf(gGameFrameCount * 7.0f * M_DTOR) * 12.0f; - bossZO->fwork[ZO_FWK_2] = __cosf(gGameFrameCount * 9.0f * M_DTOR) * 12.0f; - bossZO->fwork[ZO_FWK_3] = __sinf(gGameFrameCount * 10.0f * M_DTOR) * 30.0f; + bossZO->fwork[ZO_FWK_1] = SIN_DEG(gGameFrameCount * 7.0f) * 12.0f; + bossZO->fwork[ZO_FWK_2] = COS_DEG(gGameFrameCount * 9.0f) * 12.0f; + bossZO->fwork[ZO_FWK_3] = SIN_DEG(gGameFrameCount * 10.0f) * 30.0f; if ((bossZO->timer_054 == 0) && (sZoSwork[ZO_BSS_5] < 2)) { func_8007AFD0(bossZO->obj.pos.x, bossZO->obj.pos.z, 50.0f, 0.0f, 5.0f); func_8007AFD0(bossZO->obj.pos.x, bossZO->obj.pos.z, 46.0f, 19.0f, 5.0f); @@ -3087,7 +3086,7 @@ void func_i3_80194A84(Boss* bossZO) { for (sp124 = 0, temp2 = &sZoSwork[ZO_BSS_49], temp3 = &sZoFwork[ZO_BSF_112]; sp124 < 6; sp124++, temp2++, temp3++) { if ((!(&gPlayer[0].pos)) && (!(&gPlayer[0].pos))) {} - *temp3 = __sinf(*temp2 * 50.0f * M_DTOR) * func_i3_80193CC8(*temp2); + *temp3 = SIN_DEG(*temp2 * 50.0f) * func_i3_80193CC8(*temp2); } } #else @@ -3253,7 +3252,7 @@ void func_i3_80198F3C(Boss* bossZO, s32 arg1, s32 arg2) { sZoLimbTimers[ZO_LIMB_7 + 4 * arg1] = sZoLimbTimers[ZO_LIMB_21 + 2 * arg1] = sZoLimbTimers[ZO_LIMB_22 + 2 * arg1] = 15; } - func_8007D0E0(sZoFwork[ZO_BSF_0 + arg2] + ((Rand_ZeroOne() - 0.5f) * 400.0f), + func_8007D0E0(sZoFwork[ZO_BSF_0 + arg2] + RAND_FLOAT_CENTERED(400.0f), sZoFwork[ZO_BSF_1 + arg2] + (Rand_ZeroOne() - 0.2f) * 800.0f, sZoFwork[ZO_BSF_2 + arg2], 7.0f); if (!(gGameFrameCount & 1)) { func_8007C120(sZoFwork[ZO_BSF_0 + arg2], sZoFwork[ZO_BSF_1 + arg2], sZoFwork[ZO_BSF_2 + arg2], bossZO->vel.x, @@ -3381,9 +3380,9 @@ void func_i3_8019969C(Actor* actor) { if (actor->health <= 0) { actor->health = 0; for (i = 0; i < 5; i++) { - func_80079618(((Rand_ZeroOne() - 0.5f) * 50.0f) + actor->obj.pos.x, - ((Rand_ZeroOne() - 0.5f) * 50.0f) + actor->obj.pos.y, - ((Rand_ZeroOne() - 0.5f) * 50.0f) + actor->obj.pos.z, 1.0f); + func_80079618(RAND_FLOAT_CENTERED(50.0f) + actor->obj.pos.x, + RAND_FLOAT_CENTERED(50.0f) + actor->obj.pos.y, + RAND_FLOAT_CENTERED(50.0f) + actor->obj.pos.z, 1.0f); } func_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + 200.0f, 5.0f); actor->unk_044 = 5; @@ -3668,7 +3667,7 @@ void func_i3_8019A5D4(Actor* actor) { actor->obj.pos.z = sZoFwork[ZO_BSF_65_Z]; if ((sZoSwork[ZO_BSS_20] != 0) && (actor->timer_0BC == 0)) { if ((sZoSwork[ZO_BSS_8] == 0) && (gBosses[0].state == 8)) { - var_fv1 = (Rand_ZeroOne() - 0.5f) * 3000.0f; + var_fv1 = RAND_FLOAT_CENTERED(3000.0f); var_fa0 = 0.0f; } else { var_fv1 = 0.0f; @@ -3801,8 +3800,8 @@ void func_i3_8019ACCC(Actor* actor) { Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, 0.0f, 1); sp94 = (180.0f / var_s4) + 1.0f; for (i = 0; i < var_s4; i++) { - temp_fs1_2 = __sinf(i * sp94 * M_DTOR) * actor->fwork[5]; - temp_fs0_4 = __cosf(i * sp94 * M_DTOR) * actor->fwork[5] * -0.25f; + temp_fs1_2 = SIN_DEG(i * sp94) * actor->fwork[5]; + temp_fs0_4 = COS_DEG(i * sp94) * actor->fwork[5] * -0.25f; Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, actor->fwork[1], 1); Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, 0.0f, temp_fs1_2, 0.0f, 1); @@ -3999,19 +3998,19 @@ void func_i3_8019B854(Actor* actor) { break; case 1: for (i = 0; i < 6; i++) { - func_i3_801900FC(&actor->vwork[i], &actor->vwork[6 + i], (Rand_ZeroOne() - 0.5f) * 50.0f, - (Rand_ZeroOne() * 10.0f) + 20.0f, (Rand_ZeroOne() - 0.5f) * 50.0f, 39, actor->scale, - (Rand_ZeroOne() * 15.0f) + (actor->scale * 10.0f), i); + func_i3_801900FC(&actor->vwork[i], &actor->vwork[6 + i], RAND_FLOAT_CENTERED(50.0f), + RAND_FLOAT(10.0f) + 20.0f, RAND_FLOAT_CENTERED(50.0f), 39, actor->scale, + RAND_FLOAT(15.0f) + (actor->scale * 10.0f), i); } for (i = 0; i < 10; i++) { - func_80079618(((Rand_ZeroOne() - 0.5f) * 50.0f) + actor->obj.pos.x, - ((Rand_ZeroOne() - 0.5f) * 50.0f) + actor->obj.pos.y, - ((Rand_ZeroOne() - 0.5f) * 50.0f) + actor->obj.pos.z, 2.0f); + func_80079618(RAND_FLOAT_CENTERED(50.0f) + actor->obj.pos.x, + RAND_FLOAT_CENTERED(50.0f) + actor->obj.pos.y, + RAND_FLOAT_CENTERED(50.0f) + actor->obj.pos.z, 2.0f); } for (i = 0; i < 3; i++) { - func_8007D0E0(actor->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 50.0f), - actor->obj.pos.y + ((Rand_ZeroOne() - 0.5f) * 50.0f) + 20.0f, - actor->obj.pos.z + ((Rand_ZeroOne() - 0.5f) * 30.0f), 10.0f + 2 * i); + func_8007D0E0(actor->obj.pos.x + RAND_FLOAT_CENTERED(50.0f), + actor->obj.pos.y + RAND_FLOAT_CENTERED(50.0f) + 20.0f, + actor->obj.pos.z + RAND_FLOAT_CENTERED(30.0f), 10.0f + 2 * i); } actor->obj.pos.y += 100.0f; if (D_i3_801BF824[actor->iwork[0]] < 1000) { @@ -4026,8 +4025,8 @@ void func_i3_8019B854(Actor* actor) { spB4.x = D_i3_801BF84C[j].x + actor->obj.pos.x; spB4.y = D_i3_801BF84C[j].y + actor->obj.pos.y; spB4.z = D_i3_801BF84C[j].z + actor->obj.pos.z; - sp9C.x = (Rand_ZeroOne() - 0.5f) * 10.0f; - sp9C.y = (Rand_ZeroOne() - 0.5f) * 10.0f; + sp9C.x = RAND_FLOAT_CENTERED(10.0f); + sp9C.y = RAND_FLOAT_CENTERED(10.0f); sp9C.z = 50.0f; func_8007EE68(353, &spB4, &spA8, &spA8, &sp9C, 1.0f); } @@ -4515,9 +4514,9 @@ void func_i3_8019D428(Player* player) { s32 sp2C; player->unk_088 += 10.0f; - player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 0.5f; + player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f; player->unk_0F4 += 3.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR) * 1.5f; + player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f; switch (player->unk_1D0) { /* irregular */ case 0: gCsFrameCount = 0; @@ -4847,9 +4846,9 @@ void func_i3_8019D76C(Player* player) { Math_SmoothStepToF(&player->camAt.y, D_801779B8, D_80177A48[0], 50000.0f, 0.0f); Math_SmoothStepToF(&player->camAt.z, D_801779C0, D_80177A48[0], 50000.0f, 0.0f); player->unk_088 += 10.0f; - player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 0.3f; + player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f; player->unk_0F4 += 8.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR); + player->unk_0F0 = SIN_DEG(player->unk_0F4); } #else // zoness outro diff --git a/src/overlays/ovl_i3/sf_aq.c b/src/overlays/ovl_i3/sf_aq.c index ad07cbbe..da02cf47 100644 --- a/src/overlays/ovl_i3/sf_aq.c +++ b/src/overlays/ovl_i3/sf_aq.c @@ -560,8 +560,8 @@ void func_i3_801A8E30(void) { spA8[i] = 0.0f; sp64[i] = 0.0f; } else { - spA8[i] = (Rand_ZeroOne() - 0.5f) * 70.0f; - sp64[i] = (Rand_ZeroOne() - 0.5f) * 70.0f; + spA8[i] = RAND_FLOAT_CENTERED(70.0f); + sp64[i] = RAND_FLOAT_CENTERED(70.0f); } } for (i = 0; i < 34; i++) { @@ -664,8 +664,8 @@ void func_i3_801A9728(Actor* actor, f32 radius, f32 scale, s32 spread) { s32 i; for (i = 0; i < 36; i += spread) { - temp_fs1 = __sinf(i * 10.0f * M_DTOR) * radius; - temp_fs0 = __cosf(i * 10.0f * M_DTOR) * radius; + temp_fs1 = SIN_DEG(i * 10.0f) * radius; + temp_fs0 = COS_DEG(i * 10.0f) * radius; temp = gGroundLevel + 30.0f; func_8007B8F8(actor->obj.pos.x + temp_fs1, temp, actor->obj.pos.z + temp_fs0, scale); } diff --git a/src/overlays/ovl_i4/fox_fo.c b/src/overlays/ovl_i4/fox_fo.c index 84794d98..5e390e7f 100644 --- a/src/overlays/ovl_i4/fox_fo.c +++ b/src/overlays/ovl_i4/fox_fo.c @@ -456,7 +456,7 @@ void func_i4_801888C0(Actor* actor, Vec3f* pos, Vec3f* rot, f32 xVel, f32 yVel, actor->vel.z = zVel; actor->scale = 2.5f; - actor->timer_0BC = (s32) (Rand_ZeroOne() * 15.0f) + 25.0f; + actor->timer_0BC = RAND_INT(15.0f) + 25.0f; actor->gravity = 0.5f; Object_SetInfo(&actor->info, actor->obj.id); } @@ -476,14 +476,14 @@ void func_i4_80188AD0(Actor* actor) { actor->fwork[0] += 2.0f; if (actor->state == 2) { actor->state = 3; - func_i4_80188A48(actor->vwork, &actor->vwork[6], (Rand_ZeroOne() - 0.5f) * 50.0f, - (Rand_ZeroOne() * 10.0f) + 10.0f, (Rand_ZeroOne() - 0.5f) * 50.0f, 36); - func_i4_80188A48(&actor->vwork[1], &actor->vwork[7], (Rand_ZeroOne() - 0.5f) * 50.0f, - (Rand_ZeroOne() * 10.0f) + 10.0f, (Rand_ZeroOne() - 0.5f) * 50.0f, 36); - func_i4_80188A48(&actor->vwork[2], &actor->vwork[8], (Rand_ZeroOne() - 0.5f) * 50.0f, - (Rand_ZeroOne() * 10.0f) + 10.0f, (Rand_ZeroOne() - 0.5f) * 50.0f, 35); - func_i4_80188A48(&actor->vwork[3], &actor->vwork[9], (Rand_ZeroOne() - 0.5f) * 50.0f, - (Rand_ZeroOne() * 10.0f) + 10.0f, (Rand_ZeroOne() - 0.5f) * 50.0f, 35); + func_i4_80188A48(actor->vwork, &actor->vwork[6], RAND_FLOAT_CENTERED(50.0f), RAND_FLOAT(10.0f) + 10.0f, + RAND_FLOAT_CENTERED(50.0f), 36); + func_i4_80188A48(&actor->vwork[1], &actor->vwork[7], RAND_FLOAT_CENTERED(50.0f), RAND_FLOAT(10.0f) + 10.0f, + RAND_FLOAT_CENTERED(50.0f), 36); + func_i4_80188A48(&actor->vwork[2], &actor->vwork[8], RAND_FLOAT_CENTERED(50.0f), RAND_FLOAT(10.0f) + 10.0f, + RAND_FLOAT_CENTERED(50.0f), 35); + func_i4_80188A48(&actor->vwork[3], &actor->vwork[9], RAND_FLOAT_CENTERED(50.0f), RAND_FLOAT(10.0f) + 10.0f, + RAND_FLOAT_CENTERED(50.0f), 35); func_8007BFFC(actor->obj.pos.x, actor->obj.pos.y + 180.0f, actor->obj.pos.z, 0.0f, 0.0f, 0.0f, 5.0f, 10); actor->unk_044 = 1; actor->obj.pos.y += 230.0f; diff --git a/src/overlays/ovl_i4/fox_sz.c b/src/overlays/ovl_i4/fox_sz.c index b6516cf4..7d05e009 100644 --- a/src/overlays/ovl_i4/fox_sz.c +++ b/src/overlays/ovl_i4/fox_sz.c @@ -75,7 +75,7 @@ void func_i4_80199B18(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f3 effect->scale1 = 0.5f; effect->unk_4C = 2; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); Object_SetInfo(&effect->info, effect->obj.id); @@ -117,7 +117,7 @@ void func_i4_80199C60(Actor* actor) { var_fv1 = gBosses[0].obj.pos.x - actor->obj.pos.x; var_fa0 = gBosses[0].obj.pos.z - actor->obj.pos.z; - __sinf((gGameFrameCount * M_DTOR)); + SIN_DEG(gGameFrameCount); if (0) { ; @@ -130,8 +130,8 @@ void func_i4_80199C60(Actor* actor) { } if (actor->unk_0E4 < 100) { - var_fv1 = __sinf(((f32) ((actor->index * 45) + gGameFrameCount)) * M_DTOR) * 5000.0f; - var_fa0 = __cosf(((f32) ((actor->index * 45) + (gGameFrameCount * 2))) * M_DTOR) * 5000.0f; + var_fv1 = SIN_DEG((actor->index * 45) + gGameFrameCount) * 5000.0f; + var_fa0 = COS_DEG((actor->index * 45) + (gGameFrameCount * 2)) * 5000.0f; } else { var_fa0 = 0.0f; var_fv1 = 0.0f; @@ -342,11 +342,11 @@ void func_i4_8019A3E8(Actor* actor) { Actor_Initialize(actorPtr); actorPtr->obj.status = OBJ_ACTIVE; actorPtr->obj.id = OBJ_ACTOR_197; - Matrix_RotateY(gCalcMatrix, (actor->unk_04E * 18.0f) * 0.017453292f, 0); + Matrix_RotateY(gCalcMatrix, (actor->unk_04E * 18.0f) * M_DTOR, 0); Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp40, &sp34); actorPtr->obj.pos.x = sp34.x; - actorPtr->obj.pos.y = (Rand_ZeroOne() * 1000.0f) + 300.0f; + actorPtr->obj.pos.y = RAND_FLOAT(1000.0f) + 300.0f; actorPtr->obj.pos.z = sp34.z; actorPtr->unk_0F4.y = actor->unk_04E * 18.0f; @@ -658,7 +658,7 @@ void func_i4_8019B48C(void) { actor->obj.pos.x = D_i4_8019F528[i].x; actor->obj.pos.y = D_i4_8019F528[i].y; actor->obj.pos.z = D_i4_8019F528[i].z; - actor->obj.rot.y = Rand_ZeroOne() * 360.0f; + actor->obj.rot.y = RAND_FLOAT(360.0f); actor->vel.x = 5.0f; Object_SetInfo(&actor->info, actor->obj.id); } @@ -989,8 +989,8 @@ void func_i4_8019BA64(Player* player) { break; } - Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + player->unk_114 + 180.0f) * 0.017453292f, 0); - Matrix_RotateX(gCalcMatrix, -(player->unk_0E4 * 0.017453292f), 1); + Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + player->unk_114 + 180.0f) * M_DTOR, 0); + Matrix_RotateX(gCalcMatrix, -(player->unk_0E4 * M_DTOR), 1); sp74.x = 0.0f; sp74.y = 0.0f; @@ -1558,9 +1558,9 @@ void func_i4_8019C85C(Player* player) { } player->unk_088 += 10.0f; - player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 0.3f; + player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f; player->unk_0F4 += 8.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR); + player->unk_0F0 = SIN_DEG(player->unk_0F4); } void func_i4_8019DD20(Actor* actor) { @@ -1727,18 +1727,18 @@ void func_i4_8019E454(Boss* boss) { z = boss->obj.pos.z + 1000.0f; for (i = 0; i < 25; i++) { - func_800794CC(x + ((Rand_ZeroOne() - 0.5f) * 300.0f), y + ((Rand_ZeroOne() - 0.5f) * 100.0f), z, 2.0f); - func_80079618(x + ((Rand_ZeroOne() - 0.5f) * 300.0f), y + ((Rand_ZeroOne() - 0.5f) * 100.0f), z, 2.0f); + func_800794CC(x + RAND_FLOAT_CENTERED(300.0f), y + RAND_FLOAT_CENTERED(100.0f), z, 2.0f); + func_80079618(x + RAND_FLOAT_CENTERED(300.0f), y + RAND_FLOAT_CENTERED(100.0f), z, 2.0f); } func_8007BFFC(x, y, z, 0.0f, 0.0f, 0.0f, 20.0f, 30); } if (boss->timer_052 != 0) { for (j = 0; j < 1; j++) { - i = Rand_ZeroOne() * 11.99f; + i = RAND_INT(11.99f); func_i4_80199BDC(D_i4_8019F64C[i].x + boss->obj.pos.x, D_i4_8019F64C[i].y + boss->obj.pos.y, - D_i4_8019F64C[i].z + boss->obj.pos.z, (Rand_ZeroOne() - 0.5f) * 5.0f, - (Rand_ZeroOne() - 0.5f) * 5.0f, 10.0f, (Rand_ZeroOne() * 2.0f) + 4.0f); + D_i4_8019F64C[i].z + boss->obj.pos.z, RAND_FLOAT_CENTERED(5.0f), RAND_FLOAT_CENTERED(5.0f), + 10.0f, RAND_FLOAT(2.0f) + 4.0f); } } @@ -1763,12 +1763,12 @@ void func_i4_8019E454(Boss* boss) { Matrix_RotateY(gCalcMatrix, (boss->obj.rot.y - 270.0f) * M_DTOR, 0); Matrix_RotateX(gCalcMatrix, boss->obj.rot.x * M_DTOR, 1); Matrix_RotateZ(gCalcMatrix, boss->obj.rot.z * M_DTOR, 1); - Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_i4_8019F64C[(s32) (Rand_ZeroOne() * 11.99f)], &dest); + Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_i4_8019F64C[RAND_INT(11.99f)], &dest); func_8007C484(boss->obj.pos.x + dest.x, boss->obj.pos.y + dest.y, boss->obj.pos.z + dest.z, boss->vel.x, - boss->vel.y, boss->vel.z, (Rand_ZeroOne() * 0.1f) + 0.15f, 0); + boss->vel.y, boss->vel.z, RAND_FLOAT(0.1f) + 0.15f, 0); if (((gGameFrameCount % 7) == 0) && (Rand_ZeroOne() < 0.5f)) { func_i4_80199BDC(boss->obj.pos.x + dest.x, boss->obj.pos.y + dest.y, boss->obj.pos.z + dest.z, boss->vel.x, - boss->vel.y, boss->vel.z + 5.0f, (2.0f * Rand_ZeroOne()) + 4.0f); + boss->vel.y, boss->vel.z + 5.0f, RAND_FLOAT(2.0f) + 4.0f); } } } @@ -1820,8 +1820,8 @@ void func_i4_8019EA68(void) { actor->obj.pos.y = D_80178310[i].yPos; actor->obj.pos.z = -D_80178310[i].zPos1; actor->health = 24; - actor->unk_0F4.x = (Rand_ZeroOne() - 0.5f) * 4.0f; - actor->unk_0F4.y = (Rand_ZeroOne() - 0.5f) * 4.0f; + actor->unk_0F4.x = RAND_FLOAT_CENTERED(4.0f); + actor->unk_0F4.y = RAND_FLOAT_CENTERED(4.0f); Object_SetInfo(&actor->info, actor->obj.id); actor->unk_044 = 1; diff --git a/src/overlays/ovl_i5/fox_ti_cs.c b/src/overlays/ovl_i5/fox_ti_cs.c index 79433f0f..601ee0c7 100644 --- a/src/overlays/ovl_i5/fox_ti_cs.c +++ b/src/overlays/ovl_i5/fox_ti_cs.c @@ -211,14 +211,12 @@ void func_i5_8018769C(Player* player) { } if (player->pos.y < 100.0f) { - func_8007A900(((Rand_ZeroOne() - 0.5f) * 30.0f) + player->pos.x, 30.0f, - ((Rand_ZeroOne() - 0.5f) * 30.0f) + player->unk_138, (2.0f * Rand_ZeroOne()) + 3.5f, 255, - 12, 1); + func_8007A900(RAND_FLOAT_CENTERED(30.0f) + player->pos.x, 30.0f, + RAND_FLOAT_CENTERED(30.0f) + player->unk_138, RAND_FLOAT(2.0f) + 3.5f, 255, 12, 1); Object_Kill(&gActors[3].obj, gActors[3].sfxPos); } - Math_SmoothStepToF(&player->unk_0F0, __sinf(((gGameFrameCount) *5.0f) * M_DTOR) * 10.0f, 0.1f, 100.0f, - 0.0f); + Math_SmoothStepToF(&player->unk_0F0, SIN_DEG(gGameFrameCount * 5.0f) * 10.0f, 0.1f, 100.0f, 0.0f); if (gCsFrameCount == 0x244) { D_80177838 = 0x32; @@ -257,8 +255,8 @@ void func_i5_80188108(Actor* actor, s32 arg1) { actor->obj.pos.y = D_i5_801B7328[arg1] + player->pos.y; actor->obj.pos.z = D_i5_801B7338[arg1] + player->pos.z; - actor->fwork[7] = Rand_ZeroOne() * 360.0f; - actor->fwork[8] = Rand_ZeroOne() * 360.0f; + actor->fwork[7] = RAND_FLOAT(360.0f); + actor->fwork[8] = RAND_FLOAT(360.0f); actor->vel.x = player->vel.x; actor->vel.y = player->vel.y; @@ -330,7 +328,7 @@ void func_i5_801882CC(Player* player) { D_80177A48[2] = D_80177A48[1] + D_80177A48[2]; - Matrix_RotateX(gCalcMatrix, -0.17453292f, 0); + Matrix_RotateX(gCalcMatrix, -10.0f * M_DTOR, 0); Matrix_RotateY(gCalcMatrix, D_80177A48[2] * M_DTOR, 1); src.x = 0.0f; @@ -365,11 +363,11 @@ void func_i5_801882CC(Player* player) { for (i = 0; i < 8; i++) { x = D_i5_801B72B8[i].x; - y = D_i5_801B72B8[i].y + (Rand_ZeroOne() - 0.5f) * 10.0f; + y = D_i5_801B72B8[i].y + RAND_FLOAT_CENTERED(10.0f); z = D_i5_801B72B8[i].z; - func_8007A900(player->pos.x + x, player->pos.y + y, player->unk_138 + z, - (Rand_ZeroOne() * 0.5f) + 0.5f, 255, 21, 0); + func_8007A900(player->pos.x + x, player->pos.y + y, player->unk_138 + z, RAND_FLOAT(0.5f) + 0.5f, + 255, 21, 0); } } break; @@ -384,27 +382,23 @@ void func_i5_801882CC(Player* player) { D_801779C0 = player->pos.z + player->unk_144; if (player->pos.y < 100.0f) { - camAtY = __sinf((gGameFrameCount * 130.0f) * 0.017453292f) * 3.0f; + camAtY = SIN_DEG(gGameFrameCount * 130.0f) * 3.0f; } Math_SmoothStepToF(&player->unk_170, 2.0f, 1.0f, 0.2f, 0.0f); Math_SmoothStepToF(&player->unk_16C, 2.0f, 1.0f, 0.2f, 0.0f); if (gCsFrameCount < 1470) { - func_8007A900(((Rand_ZeroOne() - 0.5f) * 30.0f) + (player->pos.x + 30.0f), 30.0f, - ((Rand_ZeroOne() - 0.5f) * 30.0f) + player->unk_138, (2.0f * Rand_ZeroOne()) + 3.5f, 255, - 12, 1); + func_8007A900(RAND_FLOAT_CENTERED(30.0f) + (player->pos.x + 30.0f), 30.0f, + RAND_FLOAT_CENTERED(30.0f) + player->unk_138, RAND_FLOAT(2.0f) + 3.5f, 255, 12, 1); } - func_8007A900(((Rand_ZeroOne() - 0.5f) * 30.0f) + (player->pos.x - 30.0f), 30.0f, - ((Rand_ZeroOne() - 0.5f) * 30.0f) + player->unk_138, (2.0f * Rand_ZeroOne()) + 3.5f, 255, 12, - 1); - Math_SmoothStepToF(&player->unk_0F0, __sinf((gGameFrameCount * 6.0f) * 0.017453292f) * 18.0f, 0.1f, 100.0f, - 0.0f); - Math_SmoothStepToF(&player->unk_080, __sinf((gGameFrameCount * 3.0f) * 0.017453292f) * 5.0f, 0.1f, 100.0f, - 0.0f); + func_8007A900(RAND_FLOAT_CENTERED(30.0f) + (player->pos.x - 30.0f), 30.0f, + RAND_FLOAT_CENTERED(30.0f) + player->unk_138, RAND_FLOAT(2.0f) + 3.5f, 255, 12, 1); + Math_SmoothStepToF(&player->unk_0F0, SIN_DEG(gGameFrameCount * 6.0f) * 18.0f, 0.1f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->unk_080, SIN_DEG(gGameFrameCount * 3.0f) * 5.0f, 0.1f, 100.0f, 0.0f); - x = __sinf((gGameFrameCount * 4.0f) * 0.017453292f) * -1.5f; + x = SIN_DEG(gGameFrameCount * 4.0f) * -1.5f; player->vel.x = x; player->vel.y += 0.1f; diff --git a/src/overlays/ovl_i6/fox_andross.c b/src/overlays/ovl_i6/fox_andross.c index c1672aa5..413939ec 100644 --- a/src/overlays/ovl_i6/fox_andross.c +++ b/src/overlays/ovl_i6/fox_andross.c @@ -72,7 +72,7 @@ extern u32 D_C039290[]; extern u32 D_C03A290[]; void func_i6_801876FC(void) { - f32 temp_ft3; + s32 temp_ft3; s32* var_s0; s32* var_s3; s32 i; @@ -81,11 +81,11 @@ void func_i6_801876FC(void) { var_s0 = SEGMENTED_TO_VIRTUAL(&D_C039290); var_s3 = SEGMENTED_TO_VIRTUAL(&D_C03A290); - for (i = 0; i < 1024; i += 32) { - temp_ft3 = 4.0f * __sinf(((((i / 32) + (((s32) gGameFrameCount) / 2)) & 0x1F)) * (M_PI / 16.0f)); + for (i = 0; i < 32 * 32; i += 32) { + temp_ft3 = 4.0f * __sinf((s32) (((i / 32) + (gGameFrameCount / 2)) % 32U) * (2 * M_PI / 32)); for (j = 0; j < 32; j++) { - var_s0[i + ((((s32) temp_ft3) + j) & 0x1F)] = var_s3[i + j]; + var_s0[i + ((temp_ft3 + j) % 32U)] = var_s3[i + j]; } } } @@ -170,7 +170,7 @@ void func_i6_80187C5C(void) { Object_58* obj58; s32 i; - switch ((s32) (Rand_ZeroOne() * 2.9f)) { + switch (RAND_INT(2.9f)) { case 0: D_80178310 = SEGMENTED_TO_VIRTUAL(&D_C036310); break; @@ -509,10 +509,10 @@ void func_i6_80188CB8(Boss* boss) { if (boss->swork[7] != 0) { boss->swork[7]--; if (!(gGameFrameCount & 1)) { - func_i6_8018887C(((Rand_ZeroOne() - 0.5f) * 100.0f) + boss->obj.pos.x, - ((Rand_ZeroOne() - 0.5f) * 300.0f) + (boss->obj.pos.y - 250.0f), - ((Rand_ZeroOne() - 0.5f) * 100.0f) + boss->obj.pos.z, (Rand_ZeroOne() - 0.5f) * 50.0f, - (Rand_ZeroOne() - 0.5f) * 10.0f, (Rand_ZeroOne() - 0.5f) * 50.0f); + func_i6_8018887C(RAND_FLOAT_CENTERED(100.0f) + boss->obj.pos.x, + RAND_FLOAT_CENTERED(300.0f) + (boss->obj.pos.y - 250.0f), + RAND_FLOAT_CENTERED(100.0f) + boss->obj.pos.z, RAND_FLOAT_CENTERED(50.0f), + RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT_CENTERED(50.0f)); } } boss->fwork[14] += boss->fwork[15]; @@ -704,8 +704,8 @@ void func_i6_80189724(Actor* actor) { vec.y = 0.0f; vec.z = -30.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &vec, &vel); - Matrix_RotateZ(gCalcMatrix, 2.0f * (Rand_ZeroOne() * M_PI), 1); - vec.x = Rand_ZeroOne() * 300.0f; + Matrix_RotateZ(gCalcMatrix, 2.0f * RAND_FLOAT(M_PI), 1); + vec.x = RAND_FLOAT(300.0f); vec.y = 0.0f; vec.z = 0.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &vec, &displacement); @@ -715,7 +715,7 @@ void func_i6_80189724(Actor* actor) { actor->vel.z = vel.z * 0.2f; for (i = 0; i < 1; i++) { func_8007797C(actor->obj.pos.x + displacement.x, actor->obj.pos.y + displacement.y, - actor->obj.pos.z + displacement.z, vel.x, vel.y, vel.z, (Rand_ZeroOne() * 2.5f) + 15.5f); + actor->obj.pos.z + displacement.z, vel.x, vel.y, vel.z, RAND_FLOAT(2.5f) + 15.5f); } } if ((fabsf(actor->obj.pos.x - gPlayer[0].pos.x) < 500.0f) && @@ -743,12 +743,12 @@ void func_i6_801899E4(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, effect->obj.pos.y = yPos; effect->obj.pos.z = zPos; effect->unk_4C = arg5; - effect->scale2 = (Rand_ZeroOne() * 0.8f + 0.3f) * scale2; + effect->scale2 = (RAND_FLOAT(0.8f) + 0.3f) * scale2; effect->timer_50 = 100; - effect->obj.rot.x = Rand_ZeroOne() * 360.0f; - effect->unk_60.x = (Rand_ZeroOne() - 0.5f) * 30.0f; - effect->unk_60.y = (Rand_ZeroOne() - 0.5f) * 30.0f; - effect->unk_60.z = (Rand_ZeroOne() - 0.5f) * 30.0f; + effect->obj.rot.x = RAND_FLOAT(360.0f); + effect->unk_60.x = RAND_FLOAT_CENTERED(30.0f); + effect->unk_60.y = RAND_FLOAT_CENTERED(30.0f); + effect->unk_60.z = RAND_FLOAT_CENTERED(30.0f); Object_SetInfo(&effect->info, effect->obj.id); } @@ -838,13 +838,13 @@ void func_i6_80189B70(Boss* boss) { case 1: if ((gPlayer[0].state_1C8 != PLAYERSTATE_1C8_9) && (boss->timer_050 == 0)) { boss->fwork[2] = 1.6f; - boss->timer_050 = (s32) Rand_ZeroOne() * 50.0f + 50; - boss->fwork[3] = (Rand_ZeroOne() - 0.5f) * 10000.0f; - boss->fwork[4] = (Rand_ZeroOne() - 0.5f) * 1000.0f; - boss->fwork[5] = (Rand_ZeroOne() - 0.5f) * 10000.0f; + boss->timer_050 = RAND_INT(1.0f) * 50.0f + 50; + boss->fwork[3] = RAND_FLOAT_CENTERED(10000.0f); + boss->fwork[4] = RAND_FLOAT_CENTERED(1000.0f); + boss->fwork[5] = RAND_FLOAT_CENTERED(10000.0f); if (Rand_ZeroOne() < 0.3f) { boss->state = 2; - boss->timer_050 = (s32) Rand_ZeroOne() * 100.0f + 50; + boss->timer_050 = RAND_INT(1.0f) * 100.0f + 50; boss->fwork[1] = 0.0f; } } @@ -852,7 +852,7 @@ void func_i6_80189B70(Boss* boss) { case 2: if (boss->timer_050 == 0) { boss->state = 1; - boss->timer_050 = (s32) Rand_ZeroOne() * 50.0f + 50; + boss->timer_050 = RAND_INT(1.0f) * 50.0f + 50; boss->fwork[1] = 50.0f; } break; @@ -890,7 +890,7 @@ void func_i6_80189B70(Boss* boss) { boss->timer_05A = 50; if (boss->swork[4] != 0) { boss->state = 1; - boss->timer_050 = (s32) Rand_ZeroOne() * 50.0f + 50; + boss->timer_050 = RAND_INT(1.0f) * 50.0f + 50; boss->fwork[1] = 50.0f; } else { boss->state = 3; @@ -942,16 +942,16 @@ void func_i6_80189B70(Boss* boss) { boss->obj.rot.x += 0.1f; boss->obj.pos.y -= 3.0f; Matrix_RotateY(gCalcMatrix, -gPlayer[0].unk_058, 0U); - vec.x = (Rand_ZeroOne() - 0.5f) * 700.0f; - vec.y = (Rand_ZeroOne() - 0.5f) * 300.0f; + vec.x = RAND_FLOAT_CENTERED(700.0f); + vec.y = RAND_FLOAT_CENTERED(300.0f); vec.z = 500.0f; Matrix_MultVec3f(gCalcMatrix, &vec, &sp64); func_8007797C(boss->obj.pos.x + sp64.x, boss->obj.pos.y + sp64.y, boss->obj.pos.z + sp64.z, 0.0f, 0.0f, - 0.0f, (Rand_ZeroOne() * 5.0f) + 7.0f); + 0.0f, RAND_FLOAT(5.0f) + 7.0f); if (!(gGameFrameCount & 1)) { - func_8007C484(((Rand_ZeroOne() - 0.5f) * 600.0f) + boss->obj.pos.x, - (Rand_ZeroOne() * 100.0f) + (boss->obj.pos.y + 100.0f), boss->obj.pos.z, 0.0f, 0.0f, 0.0f, - (Rand_ZeroOne() * 0.3f) + 0.5f, 0); + func_8007C484(RAND_FLOAT_CENTERED(600.0f) + boss->obj.pos.x, + RAND_FLOAT(100.0f) + (boss->obj.pos.y + 100.0f), boss->obj.pos.z, 0.0f, 0.0f, 0.0f, + RAND_FLOAT(0.3f) + 0.5f, 0); } vec.x = 0.0f; vec.y = 0.0f; @@ -1068,9 +1068,9 @@ void func_i6_80189B70(Boss* boss) { if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_3) && !(gGameFrameCount & 3)) { Matrix_RotateY(gCalcMatrix, (gPlayer[0].unk_114 + gPlayer[0].unk_0E8) * M_DTOR, 0U); - vec.x = (Rand_ZeroOne() - 0.5f) * 800.0f; + vec.x = RAND_FLOAT_CENTERED(800.0f); vec.y = 600.0f; - vec.z = (Rand_ZeroOne() * 1000.0f) + -3000.0f; + vec.z = RAND_FLOAT(1000.0f) + -3000.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &vec, &sp64); func_i6_80189B00(gPlayer[0].pos.x + sp64.x, sp64.y, gPlayer[0].unk_138 + sp64.z, 1.2f); } @@ -1080,8 +1080,8 @@ void func_i6_80189B70(Boss* boss) { vec.y = 0.0f; vec.z = -50.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &vec, &sp58); - Matrix_RotateZ(gCalcMatrix, 2.0f * (Rand_ZeroOne() * M_PI), 1); - vec.x = Rand_ZeroOne() * 50.0f + 120.0f; + Matrix_RotateZ(gCalcMatrix, 2.0f * RAND_FLOAT(M_PI), 1); + vec.x = RAND_FLOAT(50.0f) + 120.0f; vec.y = 0.0f; vec.z = 0.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &vec, &sp64); @@ -1098,8 +1098,7 @@ void func_i6_80189B70(Boss* boss) { if (!(gGameFrameCount & frameCountMask)) { for (i = 0; i < sp98; i++) { func_8007797C(gPlayer[0].camEye.x + sp64.x, gPlayer[0].camEye.y + sp64.y, - gPlayer[0].camEye.z + sp64.z, sp58.x, sp58.y, sp58.z, - (Rand_ZeroOne() * 2.5f) + 2.5f); + gPlayer[0].camEye.z + sp64.z, sp58.x, sp58.y, sp58.z, RAND_FLOAT(2.5f) + 2.5f); } } } @@ -1256,7 +1255,7 @@ void func_i6_8018B8C0(Boss* boss) { for (j = 0; j < 10; j++) { Matrix_Translate(gGfxMatrix, 0.0f, -10.0f, 0.0f, 1); - temp = __sinf(((s32) boss->fwork[19] * (i * 10 + j) + gGameFrameCount * 5) * M_DTOR) * boss->fwork[10]; + temp = SIN_DEG((s32) boss->fwork[19] * (i * 10 + j) + (gGameFrameCount * 5)) * boss->fwork[10]; Matrix_RotateZ(gGfxMatrix, (boss->fwork[18] + temp) * M_DTOR, 1); Matrix_RotateX(gGfxMatrix, boss->fwork[17] * M_DTOR, 1); Matrix_Push(&gGfxMatrix); @@ -1293,11 +1292,11 @@ void func_i6_8018BDD8(void) { spC0[i] = 0.0f; sp7C[i] = 0.0f; } else if (gLevelMode == LEVELMODE_ALL_RANGE) { - spC0[i] = (Rand_ZeroOne() - 0.5f) * 120.0f; - sp7C[i] = (Rand_ZeroOne() - 0.5f) * 120.0f; + spC0[i] = RAND_FLOAT_CENTERED(120.0f); + sp7C[i] = RAND_FLOAT_CENTERED(120.0f); } else { - spC0[i] = (Rand_ZeroOne() - 0.5f) * 30.0f; - sp7C[i] = (Rand_ZeroOne() - 0.5f) * 30.0f; + spC0[i] = RAND_FLOAT_CENTERED(30.0f); + sp7C[i] = RAND_FLOAT_CENTERED(30.0f); } } @@ -1372,9 +1371,9 @@ void func_i6_8018C660(Effect* effect, f32 xPos, f32 yPos, f32 zPos, s32 arg4) { effect->obj.pos.y = yPos; effect->obj.pos.z = zPos; effect->unk_4C = arg4; - effect->scale2 = (Rand_ZeroOne() * 2.5f) + 5.0f; - effect->unk_60.x = (Rand_ZeroOne() - 0.5f) * 20.0f; - effect->unk_60.y = (Rand_ZeroOne() - 0.5f) * 20.0f; + effect->scale2 = RAND_FLOAT(2.5f) + 5.0f; + effect->unk_60.x = RAND_FLOAT_CENTERED(20.0f); + effect->unk_60.y = RAND_FLOAT_CENTERED(20.0f); Object_SetInfo(&effect->info, effect->obj.id); } @@ -1402,12 +1401,12 @@ void func_i6_8018C7A0(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f3 effect->state = 1; effect->unk_4C = arg7; if (arg7 < 8) { - effect->scale2 = (Rand_ZeroOne() * 2.5f) + 5.0f; + effect->scale2 = RAND_FLOAT(2.5f) + 5.0f; } - effect->obj.rot.x = Rand_ZeroOne() * 360.0f; - effect->obj.rot.y = Rand_ZeroOne() * 360.0f; - effect->unk_60.x = (Rand_ZeroOne() * 10.0f) + 10.0f; - effect->unk_60.y = (Rand_ZeroOne() * 10.0f) + 10.0f; + effect->obj.rot.x = RAND_FLOAT(360.0f); + effect->obj.rot.y = RAND_FLOAT(360.0f); + effect->unk_60.x = RAND_FLOAT(10.0f) + 10.0f; + effect->unk_60.y = RAND_FLOAT(10.0f) + 10.0f; Object_SetInfo(&effect->info, effect->obj.id); effect->info.unk_10 = 100.0f; } @@ -1437,8 +1436,8 @@ void func_i6_8018C958(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f3 effect->scale1 = scale; effect->scale2 = scale * 0.1f; effect->unk_44 = 100; - effect->obj.rot.z = Rand_ZeroOne() * 360.0f; - effect->unk_60.z = (Rand_ZeroOne() - 0.5f) * 20.0f; + effect->obj.rot.z = RAND_FLOAT(360.0f); + effect->unk_60.z = RAND_FLOAT_CENTERED(20.0f); Object_SetInfo(&effect->info, effect->obj.id); effect->info.unk_14 = 1; effect->info.unk_10 = 100.0f; @@ -1702,9 +1701,9 @@ void func_i6_8018D2B0(Boss* boss) { 15); for (i = 0; i < 30; i++) { - func_800794CC(boss->vwork[0].x + ((Rand_ZeroOne() - 0.5f) * 500.0f), - boss->vwork[0].y + ((Rand_ZeroOne() - 0.5f) * 500.0f), boss->vwork[0].z, - Rand_ZeroOne() + 1.0f); + func_800794CC(boss->vwork[0].x + RAND_FLOAT_CENTERED(500.0f), + boss->vwork[0].y + RAND_FLOAT_CENTERED(500.0f), boss->vwork[0].z, + RAND_FLOAT(1.0f) + 1.0f); } func_8007B344(boss->vwork[0].x, boss->vwork[0].y, boss->vwork[0].z, 20.0f, 5); func_8007A6F0(&sp68, 0x2903B009); @@ -1722,9 +1721,9 @@ void func_i6_8018D2B0(Boss* boss) { 15); for (i = 0; i < 30; i++) { - func_800794CC(boss->vwork[1].x + ((Rand_ZeroOne() - 0.5f) * 500.0f), - boss->vwork[1].y + ((Rand_ZeroOne() - 0.5f) * 500.0f), boss->vwork[1].z, - Rand_ZeroOne() + 1.0f); + func_800794CC(boss->vwork[1].x + RAND_FLOAT_CENTERED(500.0f), + boss->vwork[1].y + RAND_FLOAT_CENTERED(500.0f), boss->vwork[1].z, + RAND_FLOAT(1.0f) + 1.0f); } func_8007B344(boss->vwork[1].x, boss->vwork[1].y, boss->vwork[1].z, 20.0f, 5); func_8007A6F0(&sp68, 0x2903B009); @@ -1783,8 +1782,8 @@ void func_i6_8018DA94(Boss* boss, Vec3f* arg1) { func_8007BFFC(arg1->x, arg1->y, arg1->z, 0.0f, 0.0f, 0.0f, 10.0f, 10); for (i = 0; i < 7; i++) { - func_800794CC(((Rand_ZeroOne() - 0.5f) * 200.0f) + arg1->x, ((Rand_ZeroOne() - 0.5f) * 200.0f) + arg1->y, - arg1->z, (Rand_ZeroOne() * 0.5f) + 1.0f); + func_800794CC(RAND_FLOAT_CENTERED(200.0f) + arg1->x, RAND_FLOAT_CENTERED(200.0f) + arg1->y, arg1->z, + RAND_FLOAT(0.5f) + 1.0f); } func_8007B344(arg1->x, arg1->y, arg1->z, 10.0f, 5); Audio_PlaySfx(0x2903B009, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -2389,21 +2388,21 @@ void func_i6_8018DBF0(Boss* boss) { gRightWingHealth[0] = 0; player->wings.rightState = 1; func_i6_8018C8D4(boss->obj.pos.x, boss->obj.pos.y - 200.0f, boss->obj.pos.z, - (Rand_ZeroOne() - 0.5f) * 10.0f, (Rand_ZeroOne() - 0.5f) * 10.0f, 10.0f, 8); + RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT_CENTERED(10.0f), 10.0f, 8); } if (player->wings.leftState == 2) { gLeftWingHealth[0] = 0; player->wings.leftState = 1; func_i6_8018C8D4(boss->obj.pos.x, boss->obj.pos.y - 200.0f, boss->obj.pos.z, - (Rand_ZeroOne() - 0.5f) * 10.0f, (Rand_ZeroOne() - 0.5f) * 10.0f, 10.0f, 9); + RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT_CENTERED(10.0f), 10.0f, 9); } } if (boss->unk_04C >= 10 && boss->unk_04C < 20) { for (i = 0; i < 10; i++) { - func_i6_8018C8D4(boss->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 100.0f), - (boss->obj.pos.y - 200.0f) + ((Rand_ZeroOne() - 0.5f) * 100.0f), boss->obj.pos.z, - (Rand_ZeroOne() - 0.5f) * 50.0f, (Rand_ZeroOne() - 0.5f) * 50.0f, - (Rand_ZeroOne() * 5.0f) + 5.0f, (s32) (Rand_ZeroOne() * 7.9)); + func_i6_8018C8D4(boss->obj.pos.x + RAND_FLOAT_CENTERED(100.0f), + (boss->obj.pos.y - 200.0f) + RAND_FLOAT_CENTERED(100.0f), boss->obj.pos.z, + RAND_FLOAT_CENTERED(50.0f), RAND_FLOAT_CENTERED(50.0f), RAND_FLOAT(5.0f) + 5.0f, + RAND_INT(7.9)); } } break; @@ -2417,9 +2416,9 @@ void func_i6_8018DBF0(Boss* boss) { boss->timer_056 = 50; if ((boss->timer_050 > 70) && (boss->timer_050 < 1000) && !(gGameFrameCount & 3)) { - func_i6_8018C734(gPlayer[0].camEye.x + ((Rand_ZeroOne() - 0.5f) * 3000.0f), - gPlayer[0].camEye.y + ((Rand_ZeroOne() - 0.5f) * 3000.0f), - gPlayer[0].camEye.z - D_80177D20, (s32) (Rand_ZeroOne() * 7.9)); + func_i6_8018C734(gPlayer[0].camEye.x + RAND_FLOAT_CENTERED(3000.0f), + gPlayer[0].camEye.y + RAND_FLOAT_CENTERED(3000.0f), gPlayer[0].camEye.z - D_80177D20, + RAND_INT(7.9)); } if (boss->timer_050 > 0) { playerShot = gPlayerShots; @@ -2584,14 +2583,13 @@ void func_i6_8018DBF0(Boss* boss) { limbCount = Animation_GetFrameData(&D_C017050, boss->unk_04C, spD0); Math_SmoothStepToVec3fArray(spD0, D_i6_801A7F80, 1, limbCount, boss->fwork[9], 100.0f, 0.0f); if (!(gGameFrameCount & 1)) { - func_8007C484(boss->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 1000.0f), - boss->obj.pos.y + ((Rand_ZeroOne() - 0.5f) * 1000.0f), boss->obj.pos.z, 0.0f, 0.0f, - boss->vel.z, (Rand_ZeroOne() * 0.2f) + 0.2f, 0); + func_8007C484(boss->obj.pos.x + RAND_FLOAT_CENTERED(1000.0f), + boss->obj.pos.y + RAND_FLOAT_CENTERED(1000.0f), boss->obj.pos.z, 0.0f, 0.0f, boss->vel.z, + RAND_FLOAT(0.2f) + 0.2f, 0); } if (gCsFrameCount >= 0x33) { - func_8007D0E0(boss->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 1000.0f), - boss->obj.pos.y + ((Rand_ZeroOne() - 0.5f) * 1000.0f), boss->obj.pos.z, - (Rand_ZeroOne() * 3.0f) + 3.0f); + func_8007D0E0(boss->obj.pos.x + RAND_FLOAT_CENTERED(1000.0f), + boss->obj.pos.y + RAND_FLOAT_CENTERED(1000.0f), boss->obj.pos.z, RAND_FLOAT(3.0f) + 3.0f); } gCsFrameCount++; @@ -2651,9 +2649,8 @@ void func_i6_8018DBF0(Boss* boss) { limbCount = Animation_GetFrameData(&D_C00208C, boss->unk_04C, spD0); Math_SmoothStepToVec3fArray(spD0, D_i6_801A7F80, 1, limbCount, boss->fwork[9], 100.0f, 0.0f); - func_8007C484(boss->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 700.0f), - boss->obj.pos.y + ((Rand_ZeroOne() - 0.5f) * 700.0f), boss->obj.pos.z, 0.0f, 0.0f, - gPlayer[0].vel.z, (Rand_ZeroOne() * 0.15f) + 0.15f, 0); + func_8007C484(boss->obj.pos.x + RAND_FLOAT_CENTERED(700.0f), boss->obj.pos.y + RAND_FLOAT_CENTERED(700.0f), + boss->obj.pos.z, 0.0f, 0.0f, gPlayer[0].vel.z, RAND_FLOAT(0.15f) + 0.15f, 0); break; case 10: boss->fwork[6] = 0.0f; @@ -2667,9 +2664,8 @@ void func_i6_8018DBF0(Boss* boss) { limbCount = Animation_GetFrameData(&D_C00208C, boss->unk_04C, spD0); Math_SmoothStepToVec3fArray(spD0, D_i6_801A7F80, 1, limbCount, boss->fwork[9], 100.0f, 0.0f); - func_8007C484(boss->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 700.0f), - boss->obj.pos.y + ((Rand_ZeroOne() - 0.5f) * 700.0f), boss->obj.pos.z, 0.0f, 0.0f, - gPlayer[0].vel.z, (Rand_ZeroOne() * 0.15f) + 0.15f, 0); + func_8007C484(boss->obj.pos.x + RAND_FLOAT_CENTERED(700.0f), boss->obj.pos.y + RAND_FLOAT_CENTERED(700.0f), + boss->obj.pos.z, 0.0f, 0.0f, gPlayer[0].vel.z, RAND_FLOAT(0.15f) + 0.15f, 0); if (boss->timer_050 == 0) { boss->state = 9; boss->timer_050 = 130; @@ -2689,13 +2685,12 @@ void func_i6_8018DBF0(Boss* boss) { boss->fwork[0] = 0.0f; boss->fwork[3] = 0.0f; if (!(gGameFrameCount & 1)) { - func_8007C484(boss->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 1000.0f), - boss->obj.pos.y + ((Rand_ZeroOne() - 0.5f) * 1000.0f), boss->obj.pos.z, 0.0f, 0.0f, - boss->vel.z, (Rand_ZeroOne() * 0.2f) + 0.2f, 0); + func_8007C484(boss->obj.pos.x + RAND_FLOAT_CENTERED(1000.0f), + boss->obj.pos.y + RAND_FLOAT_CENTERED(1000.0f), boss->obj.pos.z, 0.0f, 0.0f, boss->vel.z, + RAND_FLOAT(0.2f) + 0.2f, 0); } - func_8007D0E0(boss->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 1000.0f), - boss->obj.pos.y + ((Rand_ZeroOne() - 0.5f) * 1000.0f), boss->obj.pos.z, - (Rand_ZeroOne() * 5.0f) + 5.0f); + func_8007D0E0(boss->obj.pos.x + RAND_FLOAT_CENTERED(1000.0f), + boss->obj.pos.y + RAND_FLOAT_CENTERED(1000.0f), boss->obj.pos.z, RAND_FLOAT(5.0f) + 5.0f); break; case 32: boss->fwork[6] = -3000.0f; @@ -2715,15 +2710,14 @@ void func_i6_8018DBF0(Boss* boss) { limbCount = Animation_GetFrameData(&D_C017050, boss->unk_04C, spD0); Math_SmoothStepToVec3fArray(spD0, D_i6_801A7F80, 1, limbCount, boss->fwork[9], 100.0f, 0.0f); if (!(gGameFrameCount & 1)) { - func_8007C484(boss->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 1000.0f), - boss->obj.pos.y + ((Rand_ZeroOne() - 0.5f) * 1000.0f), boss->obj.pos.z, 0.0f, 0.0f, - boss->vel.z, (Rand_ZeroOne() * 0.2f) + 0.2f, 0); + func_8007C484(boss->obj.pos.x + RAND_FLOAT_CENTERED(1000.0f), + boss->obj.pos.y + RAND_FLOAT_CENTERED(1000.0f), boss->obj.pos.z, 0.0f, 0.0f, boss->vel.z, + RAND_FLOAT(0.2f) + 0.2f, 0); } if (gCsFrameCount > 50) { - func_8007D0E0(boss->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 1000.0f), - boss->obj.pos.y + ((Rand_ZeroOne() - 0.5f) * 1000.0f), boss->obj.pos.z, - (Rand_ZeroOne() * 3.0f) + 3.0f); + func_8007D0E0(boss->obj.pos.x + RAND_FLOAT_CENTERED(1000.0f), + boss->obj.pos.y + RAND_FLOAT_CENTERED(1000.0f), boss->obj.pos.z, RAND_FLOAT(3.0f) + 3.0f); } gCsFrameCount++; @@ -3219,23 +3213,23 @@ void func_i6_801928C8(Boss* boss) { } Matrix_Push(&gGfxMatrix); Matrix_RotateZ(gGfxMatrix, 0.0f, 1); - Matrix_RotateX(gGfxMatrix, 0.2617994f, 1); + Matrix_RotateX(gGfxMatrix, 15.0f * M_DTOR, 1); Matrix_Scale(gGfxMatrix, 0.3f, 1.0f, 1.0f, 1); Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, 200.0f, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_C017440); Matrix_Pop(&gGfxMatrix); Matrix_Push(&gGfxMatrix); - Matrix_RotateZ(gGfxMatrix, 2.0943952f, 1); - Matrix_RotateX(gGfxMatrix, 0.2617994f, 1); + Matrix_RotateZ(gGfxMatrix, 120.0f * M_DTOR, 1); + Matrix_RotateX(gGfxMatrix, 15.0f * M_DTOR, 1); Matrix_Scale(gGfxMatrix, 0.3f, 1.0f, 1.0f, 1); Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, 200.0f, 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_C017440); Matrix_Pop(&gGfxMatrix); Matrix_Push(&gGfxMatrix); - Matrix_RotateZ(gGfxMatrix, 4.1887903f, 1); - Matrix_RotateX(gGfxMatrix, 0.2617994f, 1); + Matrix_RotateZ(gGfxMatrix, 240.0f * M_DTOR, 1); + Matrix_RotateX(gGfxMatrix, 15.0f * M_DTOR, 1); Matrix_Scale(gGfxMatrix, 0.3f, 1.0f, 1.0f, 1); Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, 200.0f, 1); Matrix_SetGfxMtx(&gMasterDisp); @@ -3300,9 +3294,8 @@ void func_i6_80192E94(Actor* actor) { if (actor->health <= 0) { func_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 5.0f); for (i = 0; i < 7; i++) { - func_80079618(((Rand_ZeroOne() - 0.5f) * 10.0f) + actor->obj.pos.x, - ((Rand_ZeroOne() - 0.5f) * 10.0f) + actor->obj.pos.y, actor->obj.pos.z, - (Rand_ZeroOne() * 0.5f) + 0.5f); + func_80079618(RAND_FLOAT_CENTERED(10.0f) + actor->obj.pos.x, + RAND_FLOAT_CENTERED(10.0f) + actor->obj.pos.y, actor->obj.pos.z, RAND_FLOAT(0.5f) + 0.5f); } func_8007A6F0(&actor->obj.pos, 0x2903A008); Object_Kill(&actor->obj, actor->sfxPos); @@ -3326,7 +3319,7 @@ void func_i6_80193244(Actor* actor) { scale *= 1.2f; } Matrix_Scale(gGfxMatrix, scale, scale, scale, 1); - Matrix_RotateX(gGfxMatrix, 1.5707964f, 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); Matrix_SetGfxMtx(&gMasterDisp); RCP_SetupDL(&gMasterDisp, 0x43); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, alpha); @@ -3512,8 +3505,8 @@ void func_i6_80193AE4(s32 actorIndex) { return; } actor->iwork[11] = 1; - actor->fwork[7] = Rand_ZeroOne() * 360.0f; - actor->fwork[8] = Rand_ZeroOne() * 360.0f; + actor->fwork[7] = RAND_FLOAT(360.0f); + actor->fwork[8] = RAND_FLOAT(360.0f); actor->state = 100; Audio_PlaySfx(0x3100000C, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } @@ -3554,7 +3547,7 @@ void func_i6_80193C4C(Player* player) { Math_SmoothStepToF(&player->camEye.x, player->pos.x, 0.1f, 15.0f, 0.0f); Math_SmoothStepToF(&player->camEye.y, player->pos.y + 30.0f, 0.1f, 15.0f, 0.0f); if (player->timer_1F8 == 0) { - player->pos.y += __sinf(player->unk_0E4 * M_DTOR) * 15.0f; + player->pos.y += SIN_DEG(player->unk_0E4) * 15.0f; Math_SmoothStepToF(&player->unk_0E4, 180.0f, 0.1f, 5.0f, 0.0f); Math_SmoothStepToF(&player->vel.z, 40.0f, 1.0f, 2.0f, 0.0f); } else { @@ -3596,8 +3589,8 @@ void func_i6_80193C4C(Player* player) { case 2: player->unk_190 = D_80177A48[8]; sp90 = 0; - sp68.x = (Rand_ZeroOne() - 0.5f) * 150.0f; - sp68.y = (Rand_ZeroOne() - 0.5f) * 150.0f; + sp68.x = RAND_FLOAT_CENTERED(150.0f); + sp68.y = RAND_FLOAT_CENTERED(150.0f); sp68.z = 0.0f; if (gCsFrameCount == 50) { Audio_PlaySfx(0x11403071, player->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -3621,8 +3614,8 @@ void func_i6_80193C4C(Player* player) { Math_SmoothStepToF(&D_80177A48[3], 200.0f, 0.1f, 5.0f, 0.0f); D_80177A48[4] += 4.5f; D_80177AB0 = 2; - Matrix_RotateZ(gCalcMatrix, 2.0f * (Rand_ZeroOne() * M_PI), 0); - sp74.x = Rand_ZeroOne() * 50.0f + 120.0f; + Matrix_RotateZ(gCalcMatrix, 2.0f * RAND_FLOAT(M_PI), 0); + sp74.x = RAND_FLOAT(50.0f) + 120.0f; sp74.y = 0.0f; sp74.z = 0.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp74, &sp68); @@ -3640,7 +3633,7 @@ void func_i6_80193C4C(Player* player) { for (i = 0; i < sp90; i++) { func_8007797C(player->pos.x + sp68.x, player->pos.y + sp68.y, player->pos.z - (D_80177A48[3] + D_80177A48[4]), 0.0f, 0.0f, 50.0f, - (Rand_ZeroOne() * 2.5f) + 2.5f); + RAND_FLOAT(2.5f) + 2.5f); } Math_SmoothStepToF(&player->camEye.x, D_80177A48[1] + player->pos.x, 0.1f, 15.0f, 0.0f); @@ -3734,9 +3727,9 @@ void func_i6_80193C4C(Player* player) { } if (gCsFrameCount > 40) { for (i = 0; i < 3; i++) { - func_8007797C(boss->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 150.0f), boss->obj.pos.y + 500.0f, - boss->obj.pos.z + ((Rand_ZeroOne() - 0.5f) * 150.0f), (Rand_ZeroOne() - 0.5f) * 10.0f, - 60.0f, (Rand_ZeroOne() - 0.5f) * 10.0f, (Rand_ZeroOne() * 5.5f) + 5.5f); + func_8007797C(boss->obj.pos.x + RAND_FLOAT_CENTERED(150.0f), boss->obj.pos.y + 500.0f, + boss->obj.pos.z + RAND_FLOAT_CENTERED(150.0f), RAND_FLOAT_CENTERED(10.0f), 60.0f, + RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(5.5f) + 5.5f); } Math_SmoothStepToF(&D_801779B8, gActors[10].obj.pos.y, 1.0f, D_80177A48[1], 0.0f); Math_SmoothStepToF(&D_80177A48[1], 1000.0f, 1.0f, 5.0f, 0.0f); @@ -3800,15 +3793,15 @@ void func_i6_80193C4C(Player* player) { D_801779B8 = gActors[10].obj.pos.y + 50.0f; D_801779C0 = gActors[10].obj.pos.z; if (!(gGameFrameCount & 3) && (gCsFrameCount < 215)) { - func_8007797C(boss->obj.pos.x + ((Rand_ZeroOne() - 0.5f) * 350.0f), boss->obj.pos.y + 500.0f, - boss->obj.pos.z + ((Rand_ZeroOne() - 0.5f) * 350.0f), (Rand_ZeroOne() - 0.5f) * 10.0f, - 60.0f, (Rand_ZeroOne() - 0.5f) * 10.0f, (Rand_ZeroOne() * 5.5f) + 15.5f); + func_8007797C(boss->obj.pos.x + RAND_FLOAT_CENTERED(350.0f), boss->obj.pos.y + 500.0f, + boss->obj.pos.z + RAND_FLOAT_CENTERED(350.0f), RAND_FLOAT_CENTERED(10.0f), 60.0f, + RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT(5.5f) + 15.5f); } - sp80 = Rand_ZeroOne() * 40.0f; + sp80 = RAND_FLOAT(40.0f); for (i = 0; i < 36; i += 4) { sp8C = __sinf((i * 10.0f * M_DTOR) + sp80) * D_80177A48[2]; sp84 = __cosf((i * 10.0f * M_DTOR) + sp80) * D_80177A48[2]; - func_8007797C(sp8C, 300.0f, sp84, 0.0f, 0.0f, 0.0f, (Rand_ZeroOne() * 5.5f) + 15.5f); + func_8007797C(sp8C, 300.0f, sp84, 0.0f, 0.0f, 0.0f, RAND_FLOAT(5.5f) + 15.5f); } Math_SmoothStepToF(&D_80177A48[2], 10000.0f, 0.05f, 20.0f, 0.0f); if (gCsFrameCount == 220) { @@ -3874,7 +3867,7 @@ void func_i6_80193C4C(Player* player) { if (gCsFrameCount == 920) { player->timer_1F8 = 25; } - gActors[10].fwork[19] = __sinf(player->timer_1F8 * 40.0f * M_DTOR) * 5.0f; + gActors[10].fwork[19] = SIN_DEG(player->timer_1F8 * 40.0f) * 5.0f; } else { if (gCsFrameCount < 850) { switch (gCsFrameCount) { @@ -3919,12 +3912,12 @@ void func_i6_80193C4C(Player* player) { Math_SmoothStepToF(&player->camEye.x, gActors[10].obj.pos.x - 50.0f, D_80177A48[0], D_80177A48[1], 0); Math_SmoothStepToF(&player->camEye.y, gActors[10].obj.pos.y + 10.0f, D_80177A48[0], D_80177A48[1], 0); Math_SmoothStepToF(&player->camEye.z, D_80177988, D_80177A48[0], D_80177A48[1], 0); - D_801779B8 = __sinf(gGameFrameCount * 5.5f * M_DTOR) + 15000.0f; + D_801779B8 = SIN_DEG(gGameFrameCount * 5.5f) + 15000.0f; } else { D_80177978 -= 1.0f; D_80177980 += 0.3f; D_80177988 += 4.0f; - D_801779B8 = (__sinf(gGameFrameCount * 1.5f * M_DTOR) * 10.0f) + 15000.0f; + D_801779B8 = (SIN_DEG(gGameFrameCount * 1.5f) * 10.0f) + 15000.0f; Math_SmoothStepToF(&player->camEye.x, D_80177978, D_80177A48[0], 50000.0f, 0); Math_SmoothStepToF(&player->camEye.y, D_80177980, D_80177A48[0], 50000.0f, 0); Math_SmoothStepToF(&player->camEye.z, D_80177988, D_80177A48[0], 50000.0f, 0); @@ -3958,7 +3951,7 @@ void func_i6_80193C4C(Player* player) { if (gCsFrameCount > 1300) { D_80178288[109] += 1.0f; D_80178290[109] += 0.5f; - temp_v0_2 = (s32) (Rand_ZeroOne() * 100.0f); + temp_v0_2 = RAND_INT(100.0f); D_80178298[109] = FILL_COLOR(D_800C9C3C[temp_v0_2 & 0xF]); } } else { @@ -4019,9 +4012,9 @@ void func_i6_80193C4C(Player* player) { D_80161A44 = 12800.0f; } D_80177A48[0] = 1.0f; - D_801779A0 = (2.0f * __sinf(gGameFrameCount * 40.0f * M_DTOR)) + player->pos.x; - D_801779B8 = (2.0f * __sinf(gGameFrameCount * 30.0f * M_DTOR)) + player->pos.y; - D_801779C0 = (2.0f * __sinf(gGameFrameCount * 50.0f * M_DTOR)) + player->pos.z; + D_801779A0 = (2.0f * SIN_DEG(gGameFrameCount * 40.0f)) + player->pos.x; + D_801779B8 = (2.0f * SIN_DEG(gGameFrameCount * 30.0f)) + player->pos.y; + D_801779C0 = (2.0f * SIN_DEG(gGameFrameCount * 50.0f)) + player->pos.z; sp74.x = 0.0f; sp74.y = 0.0f; sp74.z = D_80177A48[5]; @@ -4089,9 +4082,9 @@ void func_i6_80195E44(Actor* actor) { break; case 100: actor->fwork[7] += 3.0f; - actor->unk_0F4.z = __sinf(actor->fwork[7] * M_DTOR) * 1.5f; + actor->unk_0F4.z = SIN_DEG(actor->fwork[7]) * 1.5f; actor->fwork[8] += 2.0f; - sp34 = __sinf(actor->fwork[8] * M_DTOR) * 0.5f; + sp34 = SIN_DEG(actor->fwork[8]) * 0.5f; break; case 200: break; diff --git a/src/overlays/ovl_i6/fox_sy.c b/src/overlays/ovl_i6/fox_sy.c index ad76425b..19d4f52f 100644 --- a/src/overlays/ovl_i6/fox_sy.c +++ b/src/overlays/ovl_i6/fox_sy.c @@ -105,8 +105,8 @@ void func_i6_80197CC4(Boss* boss) { } else { boss->unk_078.y = 345.0f; } - boss->vel.x = __sinf(boss->unk_078.y * M_DTOR) * boss->fwork[45] * 0.2f; - boss->vel.z = __cosf(boss->unk_078.y * M_DTOR) * boss->fwork[45] * 0.2f; + boss->vel.x = SIN_DEG(boss->unk_078.y) * boss->fwork[45] * 0.2f; + boss->vel.z = COS_DEG(boss->unk_078.y) * boss->fwork[45] * 0.2f; func_i6_80198244(boss); boss->timer_056 = 250; } @@ -125,7 +125,7 @@ void func_i6_80197F18(Boss* boss) { boss->swork[20] = 0; boss->swork[21] = 3; boss->fwork[9] = 0.0f; - boss->timer_050 = (s32) (Rand_ZeroOne() * 100.0f) + 60; + boss->timer_050 = RAND_INT(100.0f) + 60; if (boss->index != 0) { boss->timer_050 += 60; } @@ -181,9 +181,9 @@ void func_i6_80198244(Boss* boss) { boss->swork[20] = 3; boss->swork[21] = 1; - boss->timer_056 = (Rand_ZeroOne() * 500.0f) + 100.0f; - boss->fwork[11] = __sinf(boss->unk_078.y * M_DTOR) * boss->fwork[45]; - boss->fwork[13] = __cosf(boss->unk_078.y * M_DTOR) * boss->fwork[45]; + boss->timer_056 = (s32) (RAND_FLOAT(500.0f) + 100.0f); + boss->fwork[11] = SIN_DEG(boss->unk_078.y) * boss->fwork[45]; + boss->fwork[13] = COS_DEG(boss->unk_078.y) * boss->fwork[45]; speed = ABS(boss->vel.x); if (speed < 5.0f) { @@ -232,8 +232,8 @@ void func_i6_801983E4(Boss* boss) { if (boss->unk_078.z < 0.0f) { boss->unk_078.z += 360.0f; } - boss->fwork[11] = __sinf(boss->unk_078.y * M_DTOR) * boss->fwork[45]; - boss->fwork[13] = __cosf(boss->unk_078.y * M_DTOR) * boss->fwork[45]; + boss->fwork[11] = SIN_DEG(boss->unk_078.y) * boss->fwork[45]; + boss->fwork[13] = COS_DEG(boss->unk_078.y) * boss->fwork[45]; boss->fwork[34] = 2.8f; } } @@ -273,8 +273,8 @@ void func_i6_801983E4(Boss* boss) { } else if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_5) { Math_SmoothStepToAngle(&boss->unk_078.x, 181.0f, 0.1f, 6.0f, 0.1f); boss->swork[21] = 3; - boss->fwork[11] = __sinf(boss->unk_078.y * M_DTOR) * (boss->fwork[45] + 10.0f); - boss->fwork[13] = __cosf(boss->unk_078.y * M_DTOR) * (boss->fwork[45] + 10.0f); + boss->fwork[11] = SIN_DEG(boss->unk_078.y) * (boss->fwork[45] + 10.0f); + boss->fwork[13] = COS_DEG(boss->unk_078.y) * (boss->fwork[45] + 10.0f); boss->fwork[34] = 2.8f; } } @@ -308,7 +308,7 @@ void func_i6_80198ABC(Boss* boss) { boss->swork[21] = 3; boss->fwork[34] = 4.5f; - boss->timer_056 = (Rand_ZeroOne() * 100.0f) + 100.0f; + boss->timer_056 = (s32) (RAND_FLOAT(100.0f) + 100.0f); boss->timer_050 = 0; if (yAngle > 180.0f) { boss->fwork[27] = 40.0f; @@ -362,11 +362,11 @@ void func_i6_80198CE4(Boss* boss) { Math_SmoothStepToAngle(&boss->unk_078.y, yAngle, 0.1f, 2.0f, 0.1f); } if (boss->index == 0) { - boss->vel.x = __sinf(boss->unk_078.y * M_DTOR) * (boss->fwork[45] + 20.0f); - boss->vel.z = __cosf(boss->unk_078.y * M_DTOR) * (boss->fwork[45] + 20.0f); + boss->vel.x = SIN_DEG(boss->unk_078.y) * (boss->fwork[45] + 20.0f); + boss->vel.z = COS_DEG(boss->unk_078.y) * (boss->fwork[45] + 20.0f); } else { - boss->vel.x = __sinf(boss->unk_078.y * M_DTOR) * boss->fwork[45]; - boss->vel.z = __cosf(boss->unk_078.y * M_DTOR) * boss->fwork[45]; + boss->vel.x = SIN_DEG(boss->unk_078.y) * boss->fwork[45]; + boss->vel.z = COS_DEG(boss->unk_078.y) * boss->fwork[45]; } if (func_i6_8019B5CC(boss) != 0) { Math_SmoothStepToF(&boss->obj.pos.y, 1000.0f, 0.1f, 30.0f, 0.1f); @@ -532,9 +532,8 @@ void func_i6_80199438(Boss* boss) { func_8007B344(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, 8.0f, 5); for (i = 10; i < 24; i++) { if (i != 15) { - func_i6_801A3B50(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, - (Rand_ZeroOne() - 0.5f) * 50.0f, (Rand_ZeroOne() - 0.5f) * 50.0f, - ((Rand_ZeroOne() - 0.5f) * 50.0f) + boss->vel.z, i); + func_i6_801A3B50(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, RAND_FLOAT_CENTERED(50.0f), + RAND_FLOAT_CENTERED(50.0f), RAND_FLOAT_CENTERED(50.0f) + boss->vel.z, i); } } } @@ -569,9 +568,8 @@ void func_i6_80199438(Boss* boss) { for (i = 10; i < 24; i++) { if (i != 15) { - func_i6_801A3B50(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, (Rand_ZeroOne() - 0.5f) * 50.0f, - (Rand_ZeroOne() - 0.5f) * 50.0f, ((Rand_ZeroOne() - 0.5f) * 50.0f) + boss->vel.z, - i); + func_i6_801A3B50(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, RAND_FLOAT_CENTERED(50.0f), + RAND_FLOAT_CENTERED(50.0f), RAND_FLOAT_CENTERED(50.0f) + boss->vel.z, i); } } boss->timer_058 = 100; @@ -603,8 +601,8 @@ void func_i6_80199438(Boss* boss) { for (j = 59; j >= 0; j--) { if (gActors[j].obj.status == OBJ_FREE) { func_i6_801A39FC(&gActors[j], boss->fwork[28], boss->fwork[29], boss->fwork[30], - (Rand_ZeroOne() - 0.5f) * 50.0f, (Rand_ZeroOne() - 0.5f) * 50.0f, - ((Rand_ZeroOne() - 0.5f) * 50.0f) + boss->vel.z, 15); + RAND_FLOAT_CENTERED(50.0f), RAND_FLOAT_CENTERED(50.0f), + RAND_FLOAT_CENTERED(50.0f) + boss->vel.z, 15); break; } } @@ -655,8 +653,8 @@ void func_i6_80199DAC(Boss* boss) { sp34 = Math_RadToDeg(Math_Atan2F(0.0f - boss->obj.pos.x, -300.0f - boss->obj.pos.z)); - boss->fwork[11] = __sinf(M_DTOR * sp34) * (boss->fwork[45] + 10.0f); - boss->fwork[13] = __cosf(M_DTOR * sp34) * (boss->fwork[45] + 10.0f); + boss->fwork[11] = SIN_DEG(sp34) * (boss->fwork[45] + 10.0f); + boss->fwork[13] = COS_DEG(sp34) * (boss->fwork[45] + 10.0f); boss->fwork[10] = sp34; Math_SmoothStepToAngle(&boss->unk_078.z, 0.0f, 0.1f, 4.0f, 0.1f); @@ -734,9 +732,9 @@ void func_i6_80199DAC(Boss* boss) { void func_i6_8019A434(Boss* boss) { boss->swork[20] = 7; boss->swork[21] = 5; - boss->timer_056 = (Rand_ZeroOne() * 130.0f) + 60.0f; - boss->fwork[11] = __sinf(boss->unk_078.y * M_DTOR) * boss->fwork[45]; - boss->fwork[13] = __cosf(boss->unk_078.y * M_DTOR) * boss->fwork[45]; + boss->timer_056 = (s32) (RAND_FLOAT(130.0f) + 60.0f); + boss->fwork[11] = SIN_DEG(boss->unk_078.y) * boss->fwork[45]; + boss->fwork[13] = COS_DEG(boss->unk_078.y) * boss->fwork[45]; boss->fwork[12] = 30.0f; boss->fwork[10] = 181.0f; Audio_PlaySfx(0x19031003, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -788,8 +786,8 @@ void func_i6_8019A66C(Boss* boss) { } } if (boss->timer_056 <= 60) { - boss->fwork[11] = __sinf(boss->unk_078.y * M_DTOR) * boss->fwork[45]; - boss->fwork[13] = __cosf(boss->unk_078.y * M_DTOR) * boss->fwork[45]; + boss->fwork[11] = SIN_DEG(boss->unk_078.y) * boss->fwork[45]; + boss->fwork[13] = COS_DEG(boss->unk_078.y) * boss->fwork[45]; boss->swork[21] = 1; Math_SmoothStepToF(&boss->fwork[43], 0.0f, 0.1f, 0.1f, 0.1f); Math_SmoothStepToF(&boss->vel.z, boss->fwork[13], 0.1f, 0.5f, 0.5f); @@ -805,7 +803,7 @@ void func_i6_8019A82C(Boss* boss) { boss->swork[20] = 9; boss->fwork[9] = 0.0f; - boss->timer_050 = (s32) (Rand_ZeroOne() * 150.0f) + 340; + boss->timer_050 = RAND_INT(150.0f) + 340; boss->timer_056 = 0; func_8002E4F8(gMsg_ID_14340, 160); } @@ -1179,25 +1177,25 @@ void func_i6_8019C194(Boss* boss, f32 zSpeed, f32 xSpeed) { } if (boss->index == 0) { - sp2C = __sinf(boss->fwork[44] * M_DTOR) * ABS(boss->vel.z * 1.5f); + sp2C = SIN_DEG(boss->fwork[44]) * ABS(boss->vel.z * 1.5f); boss->obj.pos.x += sp2C; - sp28 = __sinf(boss->fwork[44] * M_DTOR) * ABS(boss->vel.x * 1.5f); + sp28 = SIN_DEG(boss->fwork[44]) * ABS(boss->vel.x * 1.5f); boss->obj.pos.z += sp28; } else { - sp2C = __sinf(boss->fwork[44] * M_DTOR) * ABS(boss->vel.z * 1.2f); + sp2C = SIN_DEG(boss->fwork[44]) * ABS(boss->vel.z * 1.2f); boss->obj.pos.x += sp2C; - sp28 = __sinf(boss->fwork[44] * M_DTOR) * ABS(boss->vel.x * 1.2f); + sp28 = SIN_DEG(boss->fwork[44]) * ABS(boss->vel.x * 1.2f); boss->obj.pos.z += sp28; } if (func_i6_8019B5CC(boss) == 0) { if (boss->index == 0) { - boss->obj.pos.y += __sinf(boss->fwork[44] * M_DTOR) * 30.0f; + boss->obj.pos.y += SIN_DEG(boss->fwork[44]) * 30.0f; } else { - boss->obj.pos.y += __sinf(boss->fwork[44] * M_DTOR) * 10.0f; + boss->obj.pos.y += SIN_DEG(boss->fwork[44]) * 10.0f; } } if (boss->index == 0) { @@ -1411,7 +1409,7 @@ void func_i6_8019C888(Boss* boss) { Math_SmoothStepToAngle(&boss->fwork[8], sp1E0, 0.4f, 8.0f, 0.1f); Math_SmoothStepToAngle(&boss->fwork[7], sp1DC, 0.4f, 8.0f, 0.1f); - sp58.x = (boss->fwork[18] - boss->obj.pos.x) + (__cosf(boss->obj.rot.y * M_DTOR) * 100.0f); + sp58.x = (boss->fwork[18] - boss->obj.pos.x) + (COS_DEG(boss->obj.rot.y) * 100.0f); sp58.y = (boss->fwork[19] - boss->obj.pos.y) - 80.0f; sp58.z = boss->fwork[20] - boss->obj.pos.z; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp58, &sp4C); @@ -1436,8 +1434,8 @@ void func_i6_8019C888(Boss* boss) { Matrix_RotateX(gCalcMatrix, -boss->fwork[14] * M_DTOR, 1); Matrix_RotateY(gCalcMatrix, -boss->fwork[15] * M_DTOR, 1); sp58.x = boss->fwork[18] - boss->obj.pos.x; - sp58.y = (boss->fwork[19] - boss->obj.pos.y) + (__cosf(boss->obj.rot.z * M_DTOR) * 40.0f); - sp58.z = (boss->fwork[20] - boss->obj.pos.z) - (__cosf(boss->obj.rot.y * M_DTOR) * 60.0f); + sp58.y = (boss->fwork[19] - boss->obj.pos.y) + (COS_DEG(boss->obj.rot.z) * 40.0f); + sp58.z = (boss->fwork[20] - boss->obj.pos.z) - (COS_DEG(boss->obj.rot.y) * 60.0f); Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp58, &sp4C); sp1E4 = Math_RadToDeg(Math_Atan2F(sp4C.x, sp4C.z)); sp1E8 = Math_RadToDeg(-Math_Atan2F(sp4C.y, sqrtf((sp4C.x * sp4C.x) + (sp4C.z * sp4C.z)))); @@ -1786,7 +1784,7 @@ void func_i6_8019E2C4(Boss* boss) { Matrix_Pop(&gGfxMatrix); Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, boss->obj.pos.x, 157.0f, boss->obj.pos.z, 1); - Matrix_RotateX(gGfxMatrix, (M_PI / 2), 1); + Matrix_RotateX(gGfxMatrix, M_PI / 2, 1); Matrix_Scale(gGfxMatrix, boss->fwork[43], boss->fwork[43], boss->fwork[43], 1); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1024AC0); @@ -1837,10 +1835,10 @@ void func_i6_8019EB80(void) { Actor_Initialize(actor); actor->obj.status = OBJ_INIT; actor->obj.id = OBJ_ACTOR_195; - actor->obj.pos.x = (D_i6_801A69FC[i].x * 0.5f) + gPlayer[0].pos.x + ((Rand_ZeroOneSeeded() - 0.5f) * 2000.0f); - actor->obj.pos.y = D_i6_801A69FC[i].y + gPlayer[0].pos.y + (Rand_ZeroOneSeeded() * 1000.0f); - actor->obj.pos.z = D_i6_801A69FC[i].z + gPlayer[0].pos.z + (Rand_ZeroOneSeeded() * 1000.0f); - actor->unk_0F4.z = (Rand_ZeroOneSeeded() - 0.5f) * 200.0f; + actor->obj.pos.x = (D_i6_801A69FC[i].x * 0.5f) + gPlayer[0].pos.x + RAND_FLOAT_CENTERED_SEEDED(2000.0f); + actor->obj.pos.y = D_i6_801A69FC[i].y + gPlayer[0].pos.y + RAND_FLOAT_SEEDED(1000.0f); + actor->obj.pos.z = D_i6_801A69FC[i].z + gPlayer[0].pos.z + RAND_FLOAT_SEEDED(1000.0f); + actor->unk_0F4.z = RAND_FLOAT_CENTERED_SEEDED(200.0f); actor->vwork[0].x = (D_i6_801A69FC[i].x * 0.5f) + gPlayer[0].pos.x; actor->vwork[0].y = D_i6_801A69FC[i].y + gPlayer[0].pos.y; actor->vwork[0].z = D_i6_801A69FC[i].z + gPlayer[0].pos.z; @@ -2158,9 +2156,9 @@ void func_i6_8019EE60(Player* player) { Math_SmoothStepToF(&player->camAt.y, D_801779B8, D_80177A48[0], 50000.0f, 0.0f); Math_SmoothStepToF(&player->camAt.z, D_801779C0, D_80177A48[0], 50000.0f, 0.0f); player->unk_088 += 10.0f; - player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 0.3f; + player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f; player->unk_0F4 += 8.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR); + player->unk_0F0 = SIN_DEG(player->unk_0F4); } void func_i6_8019FF00(Actor* actor) { @@ -2450,9 +2448,10 @@ void func_i6_801A0AC0(Player* player) { spB0 = 6; } } - sp80 = ((Rand_ZeroOne() - 0.5f) * 3000.0f) + gActors[8].obj.pos.z; + sp80 = RAND_FLOAT_CENTERED(3000.0f) + gActors[8].obj.pos.z; + sp94 = gActors[spB0].obj.pos.x - gActors[8].obj.pos.x; - sp90 = (gActors[spB0].obj.pos.y - gActors[8].obj.pos.y) - 200.0f; + sp90 = gActors[spB0].obj.pos.y - gActors[8].obj.pos.y - 200.0f; sp8C = gActors[spB0].obj.pos.z - sp80; sp84 = Math_RadToDeg(Math_Atan2F(sp94, sp8C)); sp88 = Math_RadToDeg(-Math_Atan2F(sp90, sqrtf(SQ(sp94) + SQ(sp8C)))); @@ -2481,10 +2480,10 @@ void func_i6_801A0AC0(Player* player) { gActors[5].vel.x = gActors[6].vel.x = gActors[7].vel.x = 80.0f; } if (gCsFrameCount >= 189) { - gActors[6].vel.z = (__sinf(((gCsFrameCount * 2) - 378) * M_DTOR) * gActors[6].fwork[1]); - gActors[6].vel.y = (__cosf(((gCsFrameCount * 2) - 378) * M_DTOR) * gActors[6].fwork[1]); - gActors[7].vel.z = (__sinf(((gCsFrameCount * 2) - 378) * M_DTOR) * -gActors[6].fwork[1]); - gActors[7].vel.y = (__cosf(((gCsFrameCount * 2) - 378) * M_DTOR) * -gActors[6].fwork[1]); + gActors[6].vel.z = SIN_DEG((gCsFrameCount * 2) - 378) * gActors[6].fwork[1]; + gActors[6].vel.y = COS_DEG((gCsFrameCount * 2) - 378) * gActors[6].fwork[1]; + gActors[7].vel.z = SIN_DEG((gCsFrameCount * 2) - 378) * -gActors[6].fwork[1]; + gActors[7].vel.y = COS_DEG((gCsFrameCount * 2) - 378) * -gActors[6].fwork[1]; Math_SmoothStepToF(&gActors[6].fwork[1], 30.0f, 1.0f, 1.0f, 0.0f); Math_SmoothStepToAngle(&gActors[6].obj.rot.z, 180.0f, 1.0f, 0.5f, 1.0f); Math_SmoothStepToAngle(&gActors[7].obj.rot.z, 181.0f, 1.0f, 0.5f, 1.0f); @@ -2525,26 +2524,26 @@ void func_i6_801A0AC0(Player* player) { Matrix_RotateY(gCalcMatrix, gActors[8].obj.rot.y * M_DTOR, 0); Matrix_RotateX(gCalcMatrix, gActors[8].obj.rot.x * M_DTOR, 1); Matrix_RotateZ(gCalcMatrix, gActors[8].obj.rot.z * M_DTOR, 1); - spA4.x = ((Rand_ZeroOne() - 0.5f) * 100.0f) + 1500.0f; - spA4.y = ((Rand_ZeroOne() - 0.5f) * 500.0f) + -500.0f; - spA4.z = ((Rand_ZeroOne() - 0.5f) * 5000.0f) + 170.0f; + spA4.x = RAND_FLOAT_CENTERED(100.0f) + 1500.0f; + spA4.y = RAND_FLOAT_CENTERED(500.0f) + -500.0f; + spA4.z = RAND_FLOAT_CENTERED(5000.0f) + 170.0f; Matrix_MultVec3f(gCalcMatrix, &spA4, &sp98); func_8007C120(gActors[8].obj.pos.x + sp98.x, gActors[8].obj.pos.y + sp98.y, gActors[8].obj.pos.z + sp98.z, gActors[8].vel.x, gActors[8].vel.y, gActors[8].vel.z, 0.8f, 5); - func_8007D2C8(((gActors[8].obj.pos.x - 2000.0f) + (Rand_ZeroOne() - 0.5f) * 500.0f), - (gActors[8].obj.pos.y - 500.0f) + ((Rand_ZeroOne() - 0.5f) * 1000.0f), - gActors[8].obj.pos.z + ((Rand_ZeroOne() - 0.5f) * 3000.0f), 8); + func_8007D2C8(gActors[8].obj.pos.x - 2000.0f + RAND_FLOAT_CENTERED(500.0f), + gActors[8].obj.pos.y - 500.0f + RAND_FLOAT_CENTERED(1000.0f), + gActors[8].obj.pos.z + RAND_FLOAT_CENTERED(3000.0f), 8); } if (gGameFrameCount & 0x14) { for (i = 12; i < ARRAY_COUNT(gActors); i++) { if (gActors[i].obj.status == OBJ_FREE) { func_i6_801A0A08(&gActors[i], gActors[8].obj.pos.x + 1000.0f, (gActors[8].obj.pos.y + 2000.0f + (((gGameFrameCount & 3) - 2) * 2000.0f)) + - ((Rand_ZeroOne() - 0.5f) * 4000.0f), + RAND_FLOAT_CENTERED(4000.0f), (gActors[8].obj.pos.z + 4000.0f + (((gGameFrameCount & 3) - 2) * 3000.0f)) + - ((Rand_ZeroOne() - 0.5f) * 7000.0f), - Rand_ZeroOne() * 10.0f); + RAND_FLOAT_CENTERED(7000.0f), + RAND_FLOAT(10.0f)); break; } } @@ -2609,8 +2608,8 @@ void func_i6_801A0AC0(Player* player) { Object_Kill(&gActors[11].obj, gActors[11].sfxPos); for (i = 10; i < 24; i++) { func_i6_801A3B50(gActors[11].obj.pos.x, gActors[11].obj.pos.y, gActors[11].obj.pos.z, - (Rand_ZeroOne() - 0.5f) * 50.0f, (Rand_ZeroOne() - 0.5f) * 50.0f, - (Rand_ZeroOne() - 0.5f) * 50.0f, i); + RAND_FLOAT_CENTERED(50.0f), RAND_FLOAT_CENTERED(50.0f), + RAND_FLOAT_CENTERED(50.0f), i); } break; case 155: @@ -2703,10 +2702,10 @@ void func_i6_801A0AC0(Player* player) { gActors[9].iwork[3] -= 5; } if (gCsFrameCount >= 280) { - gActors[6].vel.z = (__cosf(((gCsFrameCount * 2) - 540) * M_DTOR) * gActors[6].fwork[1]); - gActors[6].vel.y = (__sinf(((gCsFrameCount * 2) - 540) * M_DTOR) * -gActors[6].fwork[1]); - gActors[7].vel.z = (__cosf(((gCsFrameCount * 2) - 540) * M_DTOR) * -gActors[6].fwork[1]); - gActors[7].vel.y = (__sinf(((gCsFrameCount * 2) - 540) * M_DTOR) * gActors[6].fwork[1]); + gActors[6].vel.z = COS_DEG((gCsFrameCount * 2) - 540) * gActors[6].fwork[1]; + gActors[6].vel.y = SIN_DEG((gCsFrameCount * 2) - 540) * -gActors[6].fwork[1]; + gActors[7].vel.z = COS_DEG((gCsFrameCount * 2) - 540) * -gActors[6].fwork[1]; + gActors[7].vel.y = SIN_DEG((gCsFrameCount * 2) - 540) * gActors[6].fwork[1]; Math_SmoothStepToF(&gActors[6].fwork[1], 0.0f, 1.0f, 1.0f, 1.0f); Math_SmoothStepToAngle(&gActors[6].obj.rot.z, 0.0f, 1.0f, 4.0f, 1.0f); Math_SmoothStepToAngle(&gActors[7].obj.rot.z, 0.0f, 1.0f, 1.5f, 1.0f); @@ -3147,7 +3146,7 @@ void func_i6_801A39FC(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 actor->vel.y = yVel; actor->vel.z = zVel; actor->scale = 2.5f; - actor->timer_0BC = (s32) (Rand_ZeroOne() * 15.0f) + 15.0f; + actor->timer_0BC = RAND_INT(15.0f) + 15.0f; Object_SetInfo(&actor->info, actor->obj.id); } @@ -3256,27 +3255,27 @@ void func_i6_801A4E44(Object_80* obj80) { Matrix_RotateY(gCalcMatrix, obj80->obj.rot.y * M_DTOR, 0); Matrix_RotateX(gCalcMatrix, obj80->obj.rot.x * M_DTOR, 1); Matrix_RotateZ(gCalcMatrix, obj80->obj.rot.z * M_DTOR, 1); - sp3C.x = ((Rand_ZeroOne() - 0.5f) * 100.0f) + 500.0f; - sp3C.y = ((Rand_ZeroOne() - 0.5f) * 900.0f) + -150.0f; - sp3C.z = 90.0f - (Rand_ZeroOne() * 50.0f); + sp3C.x = RAND_FLOAT_CENTERED(100.0f) + 500.0f; + sp3C.y = RAND_FLOAT_CENTERED(900.0f) + -150.0f; + sp3C.z = 90.0f - RAND_FLOAT(50.0f); Matrix_MultVec3f(gCalcMatrix, &sp3C, &sp30); func_8007C120(obj80->obj.pos.x + sp30.x, obj80->obj.pos.y + sp30.y, obj80->obj.pos.z + sp30.z, obj80->unk_58, obj80->unk_5C, obj80->unk_60, 0.2f, 5); - sp3C.x = ((Rand_ZeroOne() - 0.5f) * 100.0f) + -500.0f; - sp3C.y = (Rand_ZeroOne() - 0.5f) * 900.0f; - sp3C.z = 80.0f - (Rand_ZeroOne() * 50.0f); + sp3C.x = RAND_FLOAT_CENTERED(100.0f) + -500.0f; + sp3C.y = RAND_FLOAT_CENTERED(900.0f); + sp3C.z = 80.0f - RAND_FLOAT(50.0f); Matrix_MultVec3f(gCalcMatrix, &sp3C, &sp30); func_8007C120(obj80->obj.pos.x + sp30.x, obj80->obj.pos.y + sp30.y, obj80->obj.pos.z + sp30.z, obj80->unk_58, obj80->unk_5C, obj80->unk_60, 0.2f, 5); - sp3C.x = ((Rand_ZeroOne() - 0.5f) * 100.0f) + 500.0f; - sp3C.y = ((Rand_ZeroOne() - 0.5f) * 900.0f) + -50.0f; - sp3C.z = 1900.0f - (Rand_ZeroOne() * 50.0f); + sp3C.x = RAND_FLOAT_CENTERED(100.0f) + 500.0f; + sp3C.y = RAND_FLOAT_CENTERED(900.0f) + -50.0f; + sp3C.z = 1900.0f - RAND_FLOAT(50.0f); Matrix_MultVec3f(gCalcMatrix, &sp3C, &sp30); func_8007C120(obj80->obj.pos.x + sp30.x, obj80->obj.pos.y + sp30.y, obj80->obj.pos.z + sp30.z, obj80->unk_58, obj80->unk_5C, obj80->unk_60, 0.2f, 5); - sp3C.x = ((Rand_ZeroOne() - 0.5f) * 100.0f) + -1000.0f; - sp3C.y = ((Rand_ZeroOne() - 0.5f) * 900.0f) + -250.0f; - sp3C.z = 1100.0f - (Rand_ZeroOne() * 50.0f); + sp3C.x = RAND_FLOAT_CENTERED(100.0f) + -1000.0f; + sp3C.y = RAND_FLOAT_CENTERED(900.0f) + -250.0f; + sp3C.z = 1100.0f - RAND_FLOAT(50.0f); Matrix_MultVec3f(gCalcMatrix, &sp3C, &sp30); func_8007C120(obj80->obj.pos.x + sp30.x, obj80->obj.pos.y + sp30.y, obj80->obj.pos.z + sp30.z, obj80->unk_58, obj80->unk_5C, obj80->unk_60, 0.2f, 5); @@ -3295,15 +3294,15 @@ void func_i6_801A52B8(Object_80* obj80) { Matrix_RotateY(gCalcMatrix, obj80->obj.rot.y * M_DTOR, 0); Matrix_RotateX(gCalcMatrix, obj80->obj.rot.x * M_DTOR, 1); Matrix_RotateZ(gCalcMatrix, obj80->obj.rot.z * M_DTOR, 1); - sp44.x = ((Rand_ZeroOne() - 0.5f) * 100.0f) + -800.0f; - sp44.y = ((Rand_ZeroOne() - 0.5f) * 300.0f) + -100.0f; - sp44.z = ((Rand_ZeroOne() - 0.5f) * 5000.0f) + 500.0f; + sp44.x = RAND_FLOAT_CENTERED(100.0f) + -800.0f; + sp44.y = RAND_FLOAT_CENTERED(300.0f) + -100.0f; + sp44.z = RAND_FLOAT_CENTERED(5000.0f) + 500.0f; Matrix_MultVec3f(gCalcMatrix, &sp44, &sp38); func_8007C120(obj80->obj.pos.x + sp38.x, obj80->obj.pos.y + sp38.y, obj80->obj.pos.z + sp38.z, obj80->unk_58, obj80->unk_5C, obj80->unk_60, 0.3f, 5); - sp44.x = ((Rand_ZeroOne() - 0.5f) * 100.0f) + -600.0f; - sp44.y = ((Rand_ZeroOne() - 0.5f) * 250.0f) + 300.0f; - sp44.z = ((Rand_ZeroOne() - 0.5f) * 1500.0f) + -1650.0f; + sp44.x = RAND_FLOAT_CENTERED(100.0f) + -600.0f; + sp44.y = RAND_FLOAT_CENTERED(250.0f) + 300.0f; + sp44.z = RAND_FLOAT_CENTERED(1500.0f) + -1650.0f; Matrix_MultVec3f(gCalcMatrix, &sp44, &sp38); func_8007C120(obj80->obj.pos.x + sp38.x, obj80->obj.pos.y + sp38.y, obj80->obj.pos.z + sp38.z, obj80->unk_58, obj80->unk_5C, obj80->unk_60, 0.2f, 5); diff --git a/src/overlays/ovl_i6/fox_ve2.c b/src/overlays/ovl_i6/fox_ve2.c index 288e72fa..7b251439 100644 --- a/src/overlays/ovl_i6/fox_ve2.c +++ b/src/overlays/ovl_i6/fox_ve2.c @@ -469,7 +469,7 @@ void func_i6_80196D88(Player* player) { Math_SmoothStepToF(&player->camAt.y, D_801779B8, D_80177A48[1], 100.0f, 0); Math_SmoothStepToF(&player->camAt.z, D_801779C0, D_80177A48[1], 100.0f, 0); player->unk_088 += 10.0f; - player->unk_080 = -__sinf(player->unk_088 * M_DTOR) * 0.3f; + player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f; player->unk_0F4 += 8.0f; - player->unk_0F0 = __sinf(player->unk_0F4 * M_DTOR); + player->unk_0F0 = SIN_DEG(player->unk_0F4); } diff --git a/src/overlays/ovl_menu/fox_map.c b/src/overlays/ovl_menu/fox_map.c index e72ed8d2..982bd8b0 100644 --- a/src/overlays/ovl_menu/fox_map.c +++ b/src/overlays/ovl_menu/fox_map.c @@ -1176,14 +1176,14 @@ void func_menu_8019E99C(void) { D_menu_801CEBD0[2][i] = 0xFF; D_menu_801CEC48[1][i] = 0.0f; D_menu_801CEC48[2][i] = 0.0f; - D_menu_801CECC0[1][i] = 0.5f + (Rand_ZeroOne() * 0.3f); - D_menu_801CECC0[2][i] = 0.5f + (Rand_ZeroOne() * 0.3f); - D_menu_801CEE28[1][i] = 1 + (s32) (Rand_ZeroOne() * 5.0f); - D_menu_801CEE28[2][i] = 1 + (s32) (Rand_ZeroOne() * 5.0f); - D_menu_801CED38[1][i] = 50.0f + (s32) (Rand_ZeroOne() * 30.0f); - D_menu_801CED38[2][i] = 110.0f + (s32) (Rand_ZeroOne() * 30.0f); - D_menu_801CEDB0[1][i] = -10.0f + (Rand_ZeroOne() * -60.0f); - D_menu_801CEDB0[2][i] = -10.0f + (Rand_ZeroOne() * -60.0f); + D_menu_801CECC0[1][i] = 0.5f + RAND_FLOAT(0.3f); + D_menu_801CECC0[2][i] = 0.5f + RAND_FLOAT(0.3f); + D_menu_801CEE28[1][i] = 1 + RAND_INT(5.0f); + D_menu_801CEE28[2][i] = 1 + RAND_INT(5.0f); + D_menu_801CED38[1][i] = 50.0f + RAND_INT(30.0f); + D_menu_801CED38[2][i] = 110.0f + RAND_INT(30.0f); + D_menu_801CEDB0[1][i] = -10.0f + RAND_FLOAT(-60.0f); + D_menu_801CEDB0[2][i] = -10.0f + RAND_FLOAT(-60.0f); } D_menu_801CD978 = 0; @@ -1200,8 +1200,8 @@ void func_menu_8019E99C(void) { D_menu_801CDA20 = 0.0f; D_menu_801CDA24 = 1.0f; D_menu_801CDA28 = 0.0f; - D_menu_801CDA00 = -150.552155f; - D_menu_801CDA04 = -489.679993f; + D_menu_801CDA00 = -150.55215f; + D_menu_801CDA04 = -489.68f; D_menu_801CDA08 = 0.0f; D_menu_801CDA0C = -42.750008f; D_menu_801CDA10 = -9.849999f; @@ -2377,13 +2377,13 @@ void func_menu_801A1C14(void) { if (sCurrentPlanetId == PLANET_CORNERIA) { D_menu_801CEB48[0] = 1; for (i = 0; i < 10; i++) { - D_menu_801CEB58[0][i] = Rand_ZeroOne() * 3.0f; + D_menu_801CEB58[0][i] = RAND_INT(3.0f); D_menu_801CEBD0[0][i] = 255; D_menu_801CEC48[0][i] = 0.0f; - D_menu_801CECC0[0][i] = 0.5f + (Rand_ZeroOne() * 0.3f); - D_menu_801CEE28[0][i] = 1 + (s32) (Rand_ZeroOne() * 4.0f); - D_menu_801CED38[0][i] = 110.0f + (s32) (Rand_ZeroOne() * 30.0f); - D_menu_801CEDB0[0][i] = -10.0f + (Rand_ZeroOne() * -60.0f); + D_menu_801CECC0[0][i] = 0.5f + RAND_FLOAT(0.3f); + D_menu_801CEE28[0][i] = 1 + RAND_INT(4.0f); + D_menu_801CED38[0][i] = 110.0f + RAND_INT(30.0f); + D_menu_801CEDB0[0][i] = -10.0f + RAND_FLOAT(-60.0f); } } } @@ -2647,8 +2647,8 @@ void func_menu_801A281C(void) { D_menu_801CEEE8[5].y = D_menu_801CEEE8[4].y = D_menu_801CEEE8[3].y = D_menu_801CEEE8[2].y; D_menu_801CEEE8[5].z = D_menu_801CEEE8[4].z = D_menu_801CEEE8[3].z = D_menu_801CEEE8[2].z; - D_menu_801CEF58[7].x = D_menu_801CEF58[6].x = -150.552155f; - D_menu_801CEF58[7].y = D_menu_801CEF58[6].y = -489.679993f; + D_menu_801CEF58[7].x = D_menu_801CEF58[6].x = -150.55215f; + D_menu_801CEF58[7].y = D_menu_801CEF58[6].y = -489.68f; D_menu_801CEF58[7].z = D_menu_801CEF58[6].z = 0.0f; D_menu_801CDA0C = -42.750008f; @@ -4640,7 +4640,7 @@ void func_menu_801A7D3C(PlanetId planetId) { src.y = 0.0f; src.z = 0.0f; - scale = 7.0f + (Rand_ZeroOne() * 8.0f); + scale = 7.0f + RAND_FLOAT(8.0f); Matrix_Push(&gGfxMatrix); @@ -4744,7 +4744,7 @@ void func_menu_801A809C(PlanetId planetId) { break; case 1: - scale = 5.0f + (Rand_ZeroOne() * 4.0f); + scale = 5.0f + RAND_FLOAT(4.0f); Math_SmoothStepToF(&D_menu_801CD99C, 150.0f, 0.09f, 100.0f, 0.1f); @@ -4939,19 +4939,19 @@ void func_menu_801A89BC(PlanetId planetId, s32 arg1) { break; case 3: - D_menu_801CEB58[arg1][i] = Rand_ZeroOne() * 3.0f; + D_menu_801CEB58[arg1][i] = RAND_INT(3.0f); D_menu_801CEBD0[arg1][i] = 255; D_menu_801CEC48[arg1][i] = 0.0f; - D_menu_801CECC0[arg1][i] = 0.5f + (Rand_ZeroOne() * 0.3f); - D_menu_801CEE28[arg1][i] = 1 + (s32) (Rand_ZeroOne() * 4.0f); + D_menu_801CECC0[arg1][i] = 0.5f + RAND_FLOAT(0.3f); + D_menu_801CEE28[arg1][i] = 1 + RAND_INT(4.0f); temp = 110.0f; if (arg1 == 1) { temp = 50.0f; } - D_menu_801CED38[arg1][i] = temp + (s32) (Rand_ZeroOne() * 30.0f); - D_menu_801CEDB0[arg1][i] = -10.0f + (Rand_ZeroOne() * -60.0f); + D_menu_801CED38[arg1][i] = temp + RAND_INT(30.0f); + D_menu_801CEDB0[arg1][i] = -10.0f + RAND_FLOAT(-60.0f); break; } diff --git a/src/overlays/ovl_menu/fox_option.c b/src/overlays/ovl_menu/fox_option.c index 5823daf2..36771cf6 100644 --- a/src/overlays/ovl_menu/fox_option.c +++ b/src/overlays/ovl_menu/fox_option.c @@ -1660,7 +1660,7 @@ void func_menu_801952B4(void) { break; case 3: - D_menu_801B9178 = Rand_ZeroOne() * 15.0f; + D_menu_801B9178 = RAND_INT(15.0f); D_menu_801B914C = 1; break; } @@ -1703,7 +1703,7 @@ void func_menu_801952B4(void) { break; } - D_menu_801B917C = Rand_ZeroOne() * 30.0f; + D_menu_801B917C = RAND_INT(30.0f); D_menu_801B9158 = 0; break; } @@ -3696,7 +3696,7 @@ void func_menu_8019BF34(void) { func_menu_8019BDF0(); for (i = 0; i < 3; i++) { - D_menu_801B920C = Rand_ZeroOne() * 0.5f; + D_menu_801B920C = RAND_FLOAT(0.5f); D_menu_801B9210 = 0.5f; func_menu_8019C04C(); D_menu_801B9204 += 6.0f; diff --git a/src/overlays/ovl_menu/fox_title.c b/src/overlays/ovl_menu/fox_title.c index 6faacd2b..0ae2c0d7 100644 --- a/src/overlays/ovl_menu/fox_title.c +++ b/src/overlays/ovl_menu/fox_title.c @@ -755,7 +755,7 @@ void func_menu_801888E8(void) { break; case 3: - D_menu_801B82A8 = (s32) ((Rand_ZeroOne() * 5.0f) + 1.0f) * 10; + D_menu_801B82A8 = (s32) (RAND_FLOAT(5.0f) + 1.0f) * 10; temp_fv1 = D_menu_801B8340; D_menu_801B8350[D_menu_801B8340].unk_5C = 0; D_menu_801B8350[D_menu_801B8340].unk_18 = 0.0f; @@ -765,10 +765,10 @@ void func_menu_801888E8(void) { } while (temp_fv1 == D_menu_801B8340) { - D_menu_801B8340 = (s32) (Rand_ZeroOne() * 4.0f); + D_menu_801B8340 = RAND_INT(4.0f); } - D_menu_801B8350[D_menu_801B8340].unk_5C = (s32) (Rand_ZeroOne() * 6.0f) + 5; + D_menu_801B8350[D_menu_801B8340].unk_5C = RAND_INT(6.0f) + 5; D_menu_801B8350[D_menu_801B8340].unk_54 = 1; D_menu_801B82CC = 0.07f; @@ -887,10 +887,8 @@ void func_menu_80189208(void) { gAmbientB = D_menu_801B830C; if ((D_menu_801B86A4 < 2) && (D_menu_801B9040 != 0)) { - D_menu_801B86D8 = Math_Atan2F(-D_menu_801B9060, sqrtf((-D_menu_801B905C * -D_menu_801B905C) + - (-D_menu_801B9064 * -D_menu_801B9064))) * - 180.0f / M_PI; - D_menu_801B86DC = (Math_Atan2F(D_menu_801B905C, D_menu_801B9064) * 180.0f) / M_PI; + D_menu_801B86D8 = RAD_TO_DEG(Math_Atan2F(-D_menu_801B9060, sqrtf(SQ(-D_menu_801B905C) + SQ(-D_menu_801B9064)))); + D_menu_801B86DC = RAD_TO_DEG(Math_Atan2F(D_menu_801B905C, D_menu_801B9064)); Math_SmoothStepToF(&D_menu_801B86C8, D_menu_801B86D8, 0.1f, 100.0f, 0.0001f); Math_SmoothStepToF(&D_menu_801B86CC, D_menu_801B86DC, 0.1f, 100.0f, 0.0001f); @@ -923,11 +921,11 @@ void func_menu_801894E8(void) { D_menu_801B7C98 = 10; for (i = 0; i < 10; i++) { - D_menu_801B7BF8[i] = 10.0f + (Rand_ZeroOne() * 10.0f); - D_menu_801B7C20[i] = -10.0f + (Rand_ZeroOne() * -60.0f); + D_menu_801B7BF8[i] = 10.0f + RAND_FLOAT(10.0f); + D_menu_801B7C20[i] = -10.0f + RAND_FLOAT(-60.0f); D_menu_801B7C48[i] = 0.0f; - D_menu_801B7C70[i] = 0.1f + (Rand_ZeroOne() * 0.3f); - D_menu_801B7D18[i] = 5 + (s32) (Rand_ZeroOne() * 5.0f); + D_menu_801B7C70[i] = 0.1f + RAND_FLOAT(0.3f); + D_menu_801B7D18[i] = 5 + RAND_INT(5.0f); D_menu_801B7CC8[i] = 255; D_menu_801B7CF0[i] = 128; D_menu_801B7CA0[i] = 0; @@ -1557,11 +1555,11 @@ void func_menu_8018B058(void) { D_menu_801B7C98 = 10; for (i = 0; i < 10; i++) { - D_menu_801B7BF8[i] = (Rand_ZeroOne() * 10.0f) + 10.0f; - D_menu_801B7C20[i] = -10.0f + (Rand_ZeroOne() * -60.0f); + D_menu_801B7BF8[i] = 10.0f + RAND_FLOAT(10.0f); + D_menu_801B7C20[i] = -10.0f + RAND_FLOAT(-60.0f); D_menu_801B7C48[i] = 0.0f; - D_menu_801B7C70[i] = 0.1f + (Rand_ZeroOne() * 0.3f); - D_menu_801B7D18[i] = 5 + (s32) (Rand_ZeroOne() * 5.0f); + D_menu_801B7C70[i] = 0.1f + RAND_FLOAT(0.3f); + D_menu_801B7D18[i] = 5 + RAND_INT(5.0f); D_menu_801B7CC8[i] = 255; D_menu_801B7CF0[i] = 128; D_menu_801B7CA0[i] = 0; @@ -1570,12 +1568,12 @@ void func_menu_8018B058(void) { D_menu_801B8100 = 20; for (i = 0; i < D_menu_801B8100; i++) { - D_menu_801B7D40[i] = -(Rand_ZeroOne() * 22.0f) + 13.0f; - D_menu_801B7DE0[i] = 5.0f - (Rand_ZeroOne() * 10.0f); - D_menu_801B7E80[i] = -25.0f - (Rand_ZeroOne() * 15.0f); + D_menu_801B7D40[i] = -RAND_FLOAT(22.0f) + 13.0f; + D_menu_801B7DE0[i] = 5.0f - RAND_FLOAT(10.0f); + D_menu_801B7E80[i] = -25.0f - RAND_FLOAT(15.0f); D_menu_801B7FC0[i] = 0.0f; - D_menu_801B8060[i] = Rand_ZeroOne() * 0.04f; - D_menu_801B7F20[i] = 0.02f + (Rand_ZeroOne() * 0.08f); + D_menu_801B8060[i] = RAND_FLOAT(0.04f); + D_menu_801B7F20[i] = 0.02f + RAND_FLOAT(0.08f); D_menu_801B8108[i] = 0; } @@ -1913,11 +1911,11 @@ void func_menu_8018C1C0(void) { D_menu_801B7C98 = 10; for (i = 0; i < 10; i++) { - D_menu_801B7BF8[i] = (Rand_ZeroOne() * 10.0f) + 10.0f; - D_menu_801B7C20[i] = -10.0f + (Rand_ZeroOne() * -60.0f); + D_menu_801B7BF8[i] = RAND_FLOAT(10.0f) + 10.0f; + D_menu_801B7C20[i] = -10.0f + RAND_FLOAT(-60.0f); D_menu_801B7C48[i] = 0.0f; - D_menu_801B7C70[i] = (Rand_ZeroOne() * 0.3f) + 0.1f; - D_menu_801B7D18[i] = 5 + (s32) (Rand_ZeroOne() * 5.0f); + D_menu_801B7C70[i] = RAND_FLOAT(0.3f) + 0.1f; + D_menu_801B7D18[i] = 5 + RAND_INT(5.0f); D_menu_801B7CC8[i] = 255; D_menu_801B7CF0[i] = 128; D_menu_801B7CA0[i] = 0; @@ -2080,8 +2078,8 @@ void func_menu_8018C644(void) { y = D_menu_801AE444[i] - D_menu_801B84E8[i].unk_00.y; z = D_menu_801AE454[i] + 10.0f - D_menu_801B84E8[i].unk_00.z; - D_menu_801B84E8[i].unk_18 = -Math_Atan2F(y, sqrtf(SQ(x) + SQ(z))) * 180.0f / M_PI; - D_menu_801B84E8[i].unk_1C = Math_Atan2F(x, z) * 180.0f / M_PI; + D_menu_801B84E8[i].unk_18 = RAD_TO_DEG(-Math_Atan2F(y, sqrtf(SQ(x) + SQ(z)))); + D_menu_801B84E8[i].unk_1C = RAD_TO_DEG(Math_Atan2F(x, z)); } } @@ -2377,12 +2375,12 @@ void func_menu_8018D80C(s32 arg0) { break; case 255: - D_menu_801B7D40[i] = 10.0f - (Rand_ZeroOne() * 20.0f); - D_menu_801B7DE0[i] = 3.0f - (Rand_ZeroOne() * 7.0f); - D_menu_801B7E80[i] = -30.0f - (Rand_ZeroOne() * 15.0f); + D_menu_801B7D40[i] = 10.0f - RAND_FLOAT(20.0f); + D_menu_801B7DE0[i] = 3.0f - RAND_FLOAT(7.0f); + D_menu_801B7E80[i] = -30.0f - RAND_FLOAT(15.0f); D_menu_801B7FC0[i] = 0.0f; - D_menu_801B8060[i] = Rand_ZeroOne() * 0.02f; - D_menu_801B7F20[i] = 0.02f + (Rand_ZeroOne() * 0.08f); + D_menu_801B8060[i] = RAND_FLOAT(0.02f); + D_menu_801B7F20[i] = 0.02f + RAND_FLOAT(0.08f); D_menu_801B8108[i] = 0; break; } @@ -2523,11 +2521,11 @@ void func_menu_8018E200(void) { break; case 255: - D_menu_801B7BF8[i] = 10.0f + (Rand_ZeroOne() * 10.0f); - D_menu_801B7C20[i] = -10.0f + (Rand_ZeroOne() * -60.0f); + D_menu_801B7BF8[i] = 10.0f + RAND_FLOAT(10.0f); + D_menu_801B7C20[i] = -10.0f + RAND_FLOAT(-60.0f); D_menu_801B7C48[i] = 0.0f; - D_menu_801B7C70[i] = 0.1f + (Rand_ZeroOne() * 0.3f); - D_menu_801B7D18[i] = 5 + (s32) (Rand_ZeroOne() * 5.0f); + D_menu_801B7C70[i] = 0.1f + RAND_FLOAT(0.3f); + D_menu_801B7D18[i] = 5 + RAND_INT(5.0f); D_menu_801B7CC8[i] = 255; D_menu_801B7CF0[i] = 128; D_menu_801B7CA0[i] = 0; @@ -2610,7 +2608,7 @@ void func_menu_8018E67C(s32 arg0) { Matrix_Pop(&gGfxMatrix); - temp_fv1 = __sinf(sp5C * 12.0f * M_DTOR) * 15.0f; + temp_fv1 = SIN_DEG(sp5C * 12.0f) * 15.0f; if (temp_fv1 >= 0) { D_menu_801B8350[arg0].unk_0C = temp_fv1; @@ -3448,8 +3446,8 @@ void func_menu_80191798(f32* arg0, f32* arg1) { f32 temp_fv2 = D_80177980 - D_801779B8; f32 temp_ft4 = D_80177988 - D_801779C0; - *arg0 = -Math_Atan2F(temp_fv2, sqrtf(SQ(temp_fv1) + SQ(temp_ft4))) * (180.0f / M_PI); - *arg1 = Math_Atan2F(temp_fv1, temp_ft4) * (180.0f / M_PI); + *arg0 = -Math_Atan2F(temp_fv2, sqrtf(SQ(temp_fv1) + SQ(temp_ft4))) * M_RTOD; + *arg1 = Math_Atan2F(temp_fv1, temp_ft4) * M_RTOD; } void func_menu_80191844(f32 arg0, f32 arg1) { diff --git a/tools/m2c b/tools/m2c index 05102b12..0514701e 160000 --- a/tools/m2c +++ b/tools/m2c @@ -1 +1 @@ -Subproject commit 05102b12b75400ad2be8bd0872404237b36e1702 +Subproject commit 0514701ef53ce46e91e4e675455c44647714d014 diff --git a/tools/permuter_settings.toml b/tools/permuter_settings.toml index 16b7c365..76fb1c70 100644 --- a/tools/permuter_settings.toml +++ b/tools/permuter_settings.toml @@ -3,6 +3,7 @@ compiler_type = "ido" [preserve_macros] "g[DS]P.*" = "void" "gs[DS]P.*" = "void" +"G_.*" = "int" "M_.*" = "float" "ARRAY_COUNT" = "int" "[AB]_BUTTON" = "int" @@ -10,6 +11,11 @@ compiler_type = "ido" "[LRZ]_TRIG" = "int" "[ULRD]_JPAD" = "int" "[ULRD]_CBUTTONS" = "int" +"SEGMENTED_TO_VIRTUAL" = "void*" +"OS_PHYSICAL_TO_K0" = "int" +"RAD_TO_DEG" = "float" +"DEG_TO_RAD" = "float" +"NULL" = "void*" [decompme.compilers] "tools/ido-recomp/linux/cc" = "ido5.3" \ No newline at end of file