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Document Probability Distribution of Calls to rand_int (#1063)
* document probability of the majority of conditional calls to rand_int * update positions of else/elseif comments * remove unneeded documentation
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@ -915,7 +915,7 @@ typedef struct BattleStatus {
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/* 0x09F */ char unk_9F;
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/* 0x0A0 */ struct EffectInstance* waterBlockEffect;
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/* 0x0A4 */ s8 cloudNineTurnsLeft;
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/* 0x0A5 */ s8 cloudNineDodgeChance; /* = 50% */
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/* 0x0A5 */ s8 cloudNineDodgeChance; /* = 50/101 ≈ 49.5% */
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/* 0x0A6 */ char unk_A6[2];
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/* 0x0A8 */ struct EffectInstance* cloudNineEffect;
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/* 0x0AC */ s8 merleeAttackBoost;
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42
src/16F740.c
42
src/16F740.c
@ -47,29 +47,30 @@ void btl_merlee_on_start_turn(void) {
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if (currentEncounter->currentEnemy != NULL) {
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if (currentEncounter->currentEnemy->flags & ACTOR_FLAG_NO_HEALTH_BAR) {
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// 46/101 ≈ 45.5%
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if (temp <= 45) {
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playerData->merleeSpellType = MERLEE_SPELL_1;
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} else if (temp <= 90) {
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} else if (temp <= 90) { // 45/101 ≈ 44.6%
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playerData->merleeSpellType = MERLEE_SPELL_2;
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} else {
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} else { // 10/101 ≈ 9.9%
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playerData->merleeSpellType = MERLEE_SPELL_EXP_BOOST;
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}
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} else if (temp <= 30) {
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} else if (temp <= 30) { // 31/101 ≈ 30.7%
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playerData->merleeSpellType = MERLEE_SPELL_1;
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} else if (temp <= 60) {
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} else if (temp <= 60) { // 30/101 ≈ 29.7%
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playerData->merleeSpellType = MERLEE_SPELL_2;
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} else if (temp <= 80) {
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} else if (temp <= 80) { // 20/101 ≈ 19.8%
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playerData->merleeSpellType = MERLEE_SPELL_EXP_BOOST;
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} else {
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} else { // 20/101 ≈ 19.8%
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playerData->merleeSpellType = MERLEE_SPELL_COIN_BOOST;
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}
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} else if (temp <= 30) {
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} else if (temp <= 30) { // 31/101 ≈ 30.7%
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playerData->merleeSpellType = MERLEE_SPELL_1;
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} else if (temp <= 60) {
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} else if (temp <= 60) { // 30/101 ≈ 29.7%
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playerData->merleeSpellType = MERLEE_SPELL_2;
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} else if (temp <= 80) {
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} else if (temp <= 80) { // 20/101 ≈ 19.8%
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playerData->merleeSpellType = MERLEE_SPELL_EXP_BOOST;
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} else {
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} else { // 20/101 ≈ 19.8%
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playerData->merleeSpellType = MERLEE_SPELL_COIN_BOOST;
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}
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@ -104,29 +105,30 @@ void btl_merlee_on_first_strike(void) {
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if (currentEncounter->currentEnemy != NULL) {
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if (currentEncounter->currentEnemy->flags & ACTOR_FLAG_NO_HEALTH_BAR) {
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// 46/101 ≈ 45.5%
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if (temp <= 45) {
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playerData->merleeSpellType = MERLEE_SPELL_1;
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} else if (temp <= 90) {
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} else if (temp <= 90) { // 45/101 ≈ 44.6%
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playerData->merleeSpellType = MERLEE_SPELL_2;
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} else {
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} else { // 10/101 ≈ 9.9%
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playerData->merleeSpellType = MERLEE_SPELL_EXP_BOOST;
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}
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} else if (temp <= 30) {
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} else if (temp <= 30) { // 31/101 ≈ 30.7%
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playerData->merleeSpellType = MERLEE_SPELL_1;
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} else if (temp <= 60) {
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} else if (temp <= 60) { // 30/101 ≈ 29.7%
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playerData->merleeSpellType = MERLEE_SPELL_2;
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} else if (temp <= 80) {
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} else if (temp <= 80) { // 20/101 ≈ 19.8%
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playerData->merleeSpellType = MERLEE_SPELL_EXP_BOOST;
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} else {
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} else { // 20/101 ≈ 19.8%
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playerData->merleeSpellType = MERLEE_SPELL_COIN_BOOST;
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}
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} else if (temp <= 30) {
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} else if (temp <= 30) { // 31/101 ≈ 30.7%
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playerData->merleeSpellType = MERLEE_SPELL_1;
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} else if (temp <= 60) {
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} else if (temp <= 60) { // 30/101 ≈ 29.7%
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playerData->merleeSpellType = MERLEE_SPELL_2;
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} else if (temp <= 80) {
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} else if (temp <= 80) { // 20/101 ≈ 19.8%
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playerData->merleeSpellType = MERLEE_SPELL_EXP_BOOST;
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} else {
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} else { // 20/101 ≈ 19.8%
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playerData->merleeSpellType = MERLEE_SPELL_COIN_BOOST;
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}
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12
src/182B30.c
12
src/182B30.c
@ -10,9 +10,9 @@ enum StandardPalettes {
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STANDARD_PAL_STATIC = 3,
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};
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#define UNPACK_PAL_R(color) (((color) >> 11) & 0x1F)
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#define UNPACK_PAL_G(color) (((color) >> 6) & 0x1F)
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#define UNPACK_PAL_B(color) (((color) >> 1) & 0x1F)
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#define UNPACK_PAL_R(color) (((color) >> 11) & 0x1F)
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#define UNPACK_PAL_G(color) (((color) >> 6) & 0x1F)
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#define UNPACK_PAL_B(color) (((color) >> 1) & 0x1F)
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#define UNPACK_PAL_A(color) ((color) & 1)
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#define PACK_PAL_RGBA(r, g, b, a) (((r) << 11) | ((g) << 6) | ((b) << 1) | (a));
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@ -2293,7 +2293,7 @@ void render_with_static_palettes(b32 isNpcSprite, ActorPart* part, s32 yaw, Matr
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decorationTable->resetPalAdjust = FALSE;
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decorationTable->nextPalTime = 0;
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}
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if (!skipAnimation) {
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if (decorationTable->nextPalTime == 0) {
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decorationTable->palAnimState += 2;
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@ -2414,7 +2414,7 @@ void render_with_fear_palettes(b32 isNpcSprite, ActorPart* part, s32 yaw, Matrix
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r /= 2;
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g /= 2;
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b /= 2;
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*palOut++ = PACK_PAL_RGBA(r, g, b, a);
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}
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}
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@ -2424,6 +2424,7 @@ void render_with_fear_palettes(b32 isNpcSprite, ActorPart* part, s32 yaw, Matrix
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part->palAnimPosOffset[0] = FearPaletteAnimXOffsets[abs(decorationTable->nextPalTime)];
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if (part->palAnimPosOffset[0] == PAL_ANIM_END) {
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part->palAnimPosOffset[0] = 0;
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// 30-90
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decorationTable->nextPalTime = rand_int(60) + 30;
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}
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}
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@ -2563,6 +2564,7 @@ void render_with_paralyze_palettes(b32 isNpcSprite, ActorPart* part, s32 yaw, Ma
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part->palAnimPosOffset[1] = ParalyzePaletteAnimXOffsets[abs(decorationTable->nextPalTime)];
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if (part->palAnimPosOffset[1] == PAL_ANIM_END) {
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part->palAnimPosOffset[1] = 0;
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// 30-90
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decorationTable->nextPalTime = rand_int(60) + 30;
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}
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}
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@ -766,7 +766,7 @@ HitResult calc_partner_damage_enemy(void) {
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if (battleStatus->lastAttackDamage > 0) {
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sfx_play_sound_at_position(SOUND_231, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
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}
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if (battleStatus->lastAttackDamage > 0 || (battleStatus->currentAttackElement & DAMAGE_TYPE_STATUS_ALWAYS_HITS && tempBinary)) {
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if (gBattleStatus.flags1 & BS_FLAGS1_40) {
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show_action_rating(ACTION_RATING_NICE, target, state->goalPos.x, state->goalPos.y, state->goalPos.z);
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@ -2300,7 +2300,7 @@ void update_item_entity_collectable(ItemEntity* item) {
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}
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}
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// if the item has non-zero lateral velocity, try moving it laterally
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// if the item has non-zero lateral velocity, try moving it laterally
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if (!(item->flags & (ITEM_ENTITY_FLAG_DONE_FALLING | ITEM_ENTITY_FLAG_NO_MOTION))
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&& item->spawnType != ITEM_SPAWN_MODE_ITEM_BLOCK_SPAWN_ALWAYS
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&& item->spawnType != ITEM_SPAWN_MODE_TOSS_FADE1
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@ -386,7 +386,7 @@ typedef struct Stage {
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/* 0x18 */ s32* foregroundModelList;
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/* 0x1C */ s32 stageEnemyCount; // number of enemies in the stageFormation
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/* 0x20 */ Formation* stageFormation; // extra enemies native to this stage
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/* 0x24 */ s32 stageEnemyChance; // chance for stageFormation enemies to spawn: N = 0 means always, N > 0 is 1/N chance
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/* 0x24 */ s32 stageEnemyChance; // 1/(N+1) chance for stageFormation enemies to spawn
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} Stage; // size = 0x28
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/// Zero-terminated.
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@ -10,8 +10,8 @@
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API_CALLABLE(N(func_802A123C_71D9AC)) {
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s32 t1 = 200;
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s32 r1 = rand_int(t1) + 100; // 100-299
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s32 r2 = rand_int(40); // 0-39
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s32 r1 = rand_int(t1) + 100; // 100-300
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s32 r2 = rand_int(40); // 0-40
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f32 var_f22;
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if ((script->varTable[0] % 4) != 0) {
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@ -152,6 +152,7 @@ void step_game_loop(void) {
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gOverrideFlags &= ~GLOBAL_OVERRIDES_8000;
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}
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// Unused rand_int used to advance the global random seed each visual frame
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rand_int(1);
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}
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