Rename fixed point math routines again

This commit is contained in:
PikalaxALT
2021-05-24 14:59:35 -04:00
parent 23c07589f5
commit 5c965f5357
5 changed files with 50 additions and 50 deletions
+23 -23
View File
@@ -1052,10 +1052,10 @@ static void SaveResults(void)
time = sGame->results.time;
time = Q_24_8(time);
time = divfx32(time, Q_24_8(60));
time = Q_24_8_div(time, Q_24_8(60));
presses = sGame->results.totalAPresses;
presses = Q_24_8(presses);
presses = divfx32(presses, time) & 0xFFFF;
presses = Q_24_8_div(presses, time) & 0xFFFF;
sGame->pressingSpeed = presses;
switch (sGame->playerCount)
@@ -1402,7 +1402,7 @@ static u32 Cmd_WaitForOthersToPickBerries(struct BerryCrushGame * game, u8 *args
}
game->cmdTimer = 0;
ResetBlockReceivedFlags();
game->targetDepth = divfx32(Q_24_8(game->targetAPresses), Q_24_8(32));
game->targetDepth = Q_24_8_div(Q_24_8(game->targetAPresses), Q_24_8(32));
break;
case 5:
ClearDialogWindowAndFrame(0, TRUE);
@@ -1630,7 +1630,7 @@ static void HandlePartnerInput(struct BerryCrushGame * game)
{
temp = game->totalAPresses;
temp = Q_24_8(temp);
temp = divfx32(temp, game->targetDepth);
temp = Q_24_8_div(temp, game->targetDepth);
temp = Q_24_8_TO_INT(temp);
game->newDepth = (u8)temp;
return;
@@ -2030,16 +2030,16 @@ static u32 Cmd_TabulateResults(struct BerryCrushGame * game, UNUSED u8 *args)
// Silkiness is the percentage of times big sparkles were produced when possible,
// which itself depends on the number of A presses every 30 frames
// (numBigSparkles * 50 / numBigSparkleChecks) + 50
temp1 = mulfx32(Q_24_8(game->numBigSparkles), Q_24_8(50));
temp1 = divfx32(temp1, Q_24_8(game->numBigSparkleChecks)) + Q_24_8(50);
temp1 = Q_24_8_mul(Q_24_8(game->numBigSparkles), Q_24_8(50));
temp1 = Q_24_8_div(temp1, Q_24_8(game->numBigSparkleChecks)) + Q_24_8(50);
temp1 = Q_24_8_TO_INT(temp1);
game->results.silkiness = temp1 & 0x7F;
// Calculate amount of powder
temp1 = Q_24_8(temp1);
temp1 = divfx32(temp1, Q_24_8(100));
temp1 = Q_24_8_div(temp1, Q_24_8(100));
temp2 = Q_24_8(game->powder * game->playerCount);
temp2 = mulfx32(temp2, temp1);
temp2 = Q_24_8_mul(temp2, temp1);
game->results.powder = Q_24_8_TO_INT(temp2);
// Choose random second results page
@@ -2061,10 +2061,10 @@ static u32 Cmd_TabulateResults(struct BerryCrushGame * game, UNUSED u8 *args)
// "Neat" inputs are those done at a regular interval
temp1 = game->players[i].maxNeatInputStreak;
temp1 = Q_24_8(temp1);
temp1 = mulfx32(temp1, Q_24_8(100));
temp1 = Q_24_8_mul(temp1, Q_24_8(100));
temp2 = game->players[i].numAPresses;
temp2 = Q_24_8(temp2);
temp2 = divfx32(temp1, temp2);
temp2 = Q_24_8_div(temp1, temp2);
}
else
{
@@ -2078,10 +2078,10 @@ static u32 Cmd_TabulateResults(struct BerryCrushGame * game, UNUSED u8 *args)
// done at the same time as another player
temp1 = game->players[i].numSyncedAPresses;
temp1 = Q_24_8(temp1);
temp1 = mulfx32(temp1, Q_24_8(100));
temp1 = Q_24_8_mul(temp1, Q_24_8(100));
temp2 = game->players[i].numAPresses;
temp2 = Q_24_8(temp2);
temp2 = divfx32(temp1, temp2);
temp2 = Q_24_8_div(temp1, temp2);
}
else
{
@@ -2104,10 +2104,10 @@ static u32 Cmd_TabulateResults(struct BerryCrushGame * game, UNUSED u8 *args)
// player spent pressing A
temp1 = game->players[i].timePressingA;
temp1 = Q_24_8(temp1);
temp1 = mulfx32(temp1, Q_24_8(100));
temp1 = Q_24_8_mul(temp1, Q_24_8(100));
temp2 = game->timer;
temp2 = Q_24_8(temp2);
temp2 = divfx32(temp1, temp2);
temp2 = Q_24_8_div(temp1, temp2);
}
break;
}
@@ -2716,12 +2716,12 @@ static void CreateBerrySprites(struct BerryCrushGame * game, struct BerryCrushGa
distance = Q_N_S(7, distance);
var2 = speed + Q_8_8(0.125);
var2 = var2 / 2; // go from Q8.8 to Q9.7
var1 = divfxn16(7, Q_N_S(7, 127), var2);
var1 = Q_N_S_div(7, Q_N_S(7, 127), var2);
sX = Q_N_S(7, (u16)spritesManager->berrySprites[i]->pos1.x);
sXSpeed = divfxn16(7, distance, var1);
var1 = mulfxn16(7, var1, Q_N_S(7, 0.666666667));
sXSpeed = Q_N_S_div(7, distance, var1);
var1 = Q_N_S_mul(7, var1, Q_N_S(7, 0.666666667));
sSinIdx = 0;
sSinSpeed = divfxn16(7, Q_N_S(7, 127), var1);
sSinSpeed = Q_N_S_div(7, Q_N_S(7, 127), var1);
sBitfield |= F_MOVE_HORIZ;
if (spritesManager->playerCoords[i]->berryXOffset < 0)
StartSpriteAffineAnim(spritesManager->berrySprites[i], 1);
@@ -2883,7 +2883,7 @@ static void FramesToMinSec(struct BerryCrushGame_Gfx * gfx, u16 frames)
gfx->minutes = frames / 3600;
gfx->secondsInt = (frames % 3600) / 60;
frac_secs = mulfx16(Q_8_8(frames % 60), Q_8_8(0.016666667));
frac_secs = Q_8_8_mul(Q_8_8(frames % 60), Q_8_8(0.016666667));
for (i = 0; i < 8; i++)
{
@@ -3461,12 +3461,12 @@ static void SpriteCB_Sparkle_Init(struct Sprite * sprite)
targetY = 168;
sBitfield = targetY;
xMult = Q_N_S(7, sprite->pos2.x);
var = divfxn16(7, Q_N_S(7, targetY - (u16)sprite->pos1.y), (speed + Q_8_8(0.125)) >> 1);
var = Q_N_S_div(7, Q_N_S(7, targetY - (u16) sprite->pos1.y), (speed + Q_8_8(0.125)) >> 1);
sprite->sX = Q_N_S(7, (u16)sprite->pos1.x);
sXSpeed = divfxn16(7, xMult, var);
speed = mulfxn16(7, var, Q_N_S(7, 0.666666667));
sXSpeed = Q_N_S_div(7, xMult, var);
speed = Q_N_S_mul(7, var, Q_N_S(7, 0.666666667));
sSinIdx = zero;
sSinSpeed = divfxn16(7, Q_N_S(7, 127), speed);
sSinSpeed = Q_N_S_div(7, Q_N_S(7, 127), speed);
sAmplitude = sprite->pos2.x / 4;
sBitfield |= F_MOVE_HORIZ;
sprite->pos2.y = zero;