Use a function instead of a macro

Kept the old comment even if it is wrong.
This commit is contained in:
Crayon2000 2023-08-27 16:56:50 -04:00
parent a7298d2762
commit 782e5b42e4
2 changed files with 16 additions and 11 deletions

3
.gitignore vendored
View file

@ -13,6 +13,9 @@ build
# Compiled static library # Compiled static library
*.a *.a
# Visual Studio Code
.vscode/*
# Programmer's Notepad state file # Programmer's Notepad state file
*.pnps *.pnps

View file

@ -26,7 +26,9 @@ enum class Effect : u8 {
}; };
// Random Number (0 - 1) in float // Random Number (0 - 1) in float
#define RANDOM ((((float)(rand() % 12)) / 12) - 0.5f) static float RandomFloat() {
return (static_cast<float>(rand() % 12) / 12.0f) - 0.5f;
}
// Basic structure to hold particle data // Basic structure to hold particle data
struct Particle { struct Particle {
@ -153,14 +155,14 @@ static void createEffect( Effect id, int _x, int _y ) {
switch (id) { switch (id) {
case Effect::SMOKEBOMB: case Effect::SMOKEBOMB:
for (u8 i = 0; i < 5; i++) { for (u8 i = 0; i < 5; i++) {
createParticle( 1, (_x + (RANDOM * 10)), (_y + (RANDOM * 10)), (1.4f+(RANDOM*0.20)), 1.0f, 64, 64, 64 ); createParticle( 1, (_x + (RandomFloat() * 10)), (_y + (RandomFloat() * 10)), (1.4f+(RandomFloat()*0.20)), 1.0f, 64, 64, 64 );
} }
for (u8 i = 0; i < 20; i++) { for (u8 i = 0; i < 20; i++) {
createParticle( 3, (_x + (RANDOM * 50)), (_y + (RANDOM * 50)), 1.25f, 1.5f, 92, 92, 92 ); createParticle( 3, (_x + (RandomFloat() * 50)), (_y + (RandomFloat() * 50)), 1.25f, 1.5f, 92, 92, 92 );
} }
for (u8 i = 0; i < 5; i++) { for (u8 i = 0; i < 5; i++) {
u8 _ColorAdd = (RANDOM * 75); u8 _ColorAdd = (RandomFloat() * 75);
createParticle( 2, (_x + (RANDOM * 40)), (_y + (RANDOM * 40)), (1.0f+(RANDOM*0.20)), 1.0f, 128+_ColorAdd, 128+_ColorAdd, 128+_ColorAdd ); createParticle( 2, (_x + (RandomFloat() * 40)), (_y + (RandomFloat() * 40)), (1.0f+(RandomFloat()*0.20)), 1.0f, 128+_ColorAdd, 128+_ColorAdd, 128+_ColorAdd );
} }
break; break;
} }
@ -179,14 +181,14 @@ static void createParticle( u8 _id, int _x, int _y, float _scale, float _alpha,
part->alpha = _alpha; part->alpha = _alpha;
part->tex = GFX_Smoke; part->tex = GFX_Smoke;
part->sy = RANDOM; part->sy = RandomFloat();
part->sx = RANDOM; part->sx = RandomFloat();
part->sscale = 0.9985; part->sscale = 0.9985;
part->salpha = 0.985; part->salpha = 0.985;
switch (part->id) { switch (part->id) {
case 1: case 1:
part->sy = RANDOM * 0.5; part->sy = RandomFloat() * 0.5;
part->sx = RANDOM * 0.5; part->sx = RandomFloat() * 0.5;
part->sscale = 0.999; part->sscale = 0.999;
part->salpha = 0.992; part->salpha = 0.992;
part->framedelay = 10; part->framedelay = 10;
@ -197,8 +199,8 @@ static void createParticle( u8 _id, int _x, int _y, float _scale, float _alpha,
part->salpha = 0.95; part->salpha = 0.95;
break; break;
case 3: case 3:
part->sy = (RANDOM * 8); part->sy = (RandomFloat() * 8);
part->sx = (RANDOM * 8); part->sx = (RandomFloat() * 8);
part->salpha = 0.85; part->salpha = 0.85;
part->scolor = 0.95; part->scolor = 0.95;
break; break;