update comment on get_random quest opcode
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+2
-2
@@ -990,7 +990,7 @@ const char* MapFile::name_for_enemy_type(uint16_t type) {
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string MapFile::ObjectSetEntry::str() const {
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string MapFile::ObjectSetEntry::str() const {
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string name_str = MapFile::name_for_object_type(this->base_type);
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string name_str = MapFile::name_for_object_type(this->base_type);
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return phosg::string_printf("[ObjectEntry type=%04hX \"%s\" set_flags=%04hX index=%04hX a2=%04hX entity_id=%04hX group=%04hX room=%04hX a3=%04hX x=%g y=%g z=%g x_angle=%08" PRIX32 " y_angle=%08" PRIX32 " z_angle=%08" PRIX32 " params=[%g %g %g %08" PRIX32 " %08" PRIX32 " %08" PRIX32 "] unused=%08" PRIX32 "]",
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return phosg::string_printf("[ObjectSetEntry type=%04hX \"%s\" set_flags=%04hX index=%04hX a2=%04hX entity_id=%04hX group=%04hX room=%04hX a3=%04hX x=%g y=%g z=%g x_angle=%08" PRIX32 " y_angle=%08" PRIX32 " z_angle=%08" PRIX32 " params=[%g %g %g %08" PRIX32 " %08" PRIX32 " %08" PRIX32 "] unused=%08" PRIX32 "]",
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this->base_type.load(),
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this->base_type.load(),
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name_str.c_str(),
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name_str.c_str(),
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this->set_flags.load(),
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this->set_flags.load(),
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@@ -1032,7 +1032,7 @@ uint64_t MapFile::ObjectSetEntry::semantic_hash(uint8_t floor) const {
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}
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}
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string MapFile::EnemySetEntry::str() const {
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string MapFile::EnemySetEntry::str() const {
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return phosg::string_printf("[EnemyEntry type=%04hX \"%s\" set_flags=%04hX index=%04hX num_children=%04hX floor=%04hX entity_id=%04hX room=%04hX wave_number=%04hX wave_number2=%04hX a1=%04hX x=%g y=%g z=%g x_angle=%08" PRIX32 " y_angle=%08" PRIX32 " z_angle=%08" PRIX32 " params=[%g %g %g %g %g %04hX %04hX] unused=%08" PRIX32 "]",
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return phosg::string_printf("[EnemySetEntry type=%04hX \"%s\" set_flags=%04hX index=%04hX num_children=%04hX floor=%04hX entity_id=%04hX room=%04hX wave_number=%04hX wave_number2=%04hX a1=%04hX x=%g y=%g z=%g x_angle=%08" PRIX32 " y_angle=%08" PRIX32 " z_angle=%08" PRIX32 " params=[%g %g %g %g %g %04hX %04hX] unused=%08" PRIX32 "]",
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this->base_type.load(),
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this->base_type.load(),
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MapFile::name_for_enemy_type(this->base_type),
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MapFile::name_for_enemy_type(this->base_type),
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this->set_flags.load(),
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this->set_flags.load(),
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+8
-4
@@ -1913,10 +1913,14 @@ static const QuestScriptOpcodeDefinition opcode_defs[] = {
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// Generates a random number by calling rand(). Note that the returned
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// Generates a random number by calling rand(). Note that the returned
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// value is not uniform! The algorithm generates a uniform random number,
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// value is not uniform! The algorithm generates a uniform random number,
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// scales it to the range [0, max], then clamps it to [min, max]. So, if
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// scales it to the range 0 through (max-1) inclusive, then clamps it to
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// the minimum value is not 0, the minimum value is more likely than all
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// the range min through (max-1). So, if the minimum value is not 0, the
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// other possible results. To get an unbiased result with a minimum not
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// minimum value is more likely than all other possible results. To get
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// equal to zero, use this with a minimum of zero, then use add or addi.
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// an unbiased result with a minimum not equal to zero, use this with a
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// minimum of zero, then use add or addi.
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// Note also that this is implemented by calling rand(), which returns a
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// 15-bit random integer. If your range of values is larger than 15 bits,
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// call this multiple times and combine the results appropriately.
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// regsA[0] = minimum value
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// regsA[0] = minimum value
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// regsA[1] = maximum value
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// regsA[1] = maximum value
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// regB = generated random value
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// regB = generated random value
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