diff --git a/include/libc/math.h b/include/libc/math.h index 35e8504ec4..758e3b023e 100644 --- a/include/libc/math.h +++ b/include/libc/math.h @@ -5,7 +5,7 @@ #define F_SQRT2 1.41421356237309504880f #define F_SQRT1_2 0.70710678118654752440f /* 1/sqrt(2) */ -#define FLT_MAX 3.40282347e+38f +#define MAXFLOAT 3.40282347e+38f #define SHT_MAX 32767.0f #define SHT_MINV (1.0f / SHT_MAX) diff --git a/src/code/z_actor.c b/src/code/z_actor.c index ded788afbb..56c40544ba 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1114,7 +1114,7 @@ void Actor_Init(Actor* actor, PlayState* play) { actor->targetMode = TARGET_MODE_3; actor->terminalVelocity = -20.0f; - actor->xyzDistToPlayerSq = FLT_MAX; + actor->xyzDistToPlayerSq = MAXFLOAT; actor->uncullZoneForward = 1000.0f; actor->uncullZoneScale = 350.0f; actor->uncullZoneDownward = 700.0f; @@ -1856,7 +1856,7 @@ f32 Target_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw) { if (player->lockOnActor != NULL) { if ((yawDiff > 0x4000) || (actor->flags & ACTOR_FLAG_CANT_LOCK_ON)) { - return FLT_MAX; + return MAXFLOAT; } // Linear scaling, yaw being 90 degree means it will return the original distance, 0 degree will adjust to 60% @@ -1867,7 +1867,7 @@ f32 Target_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw) { } if (yawDiff > (0x10000 / 6)) { - return FLT_MAX; + return MAXFLOAT; } return actor->xyzDistToPlayerSq; } @@ -1915,7 +1915,7 @@ s32 Target_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) { yawDiff = ABS_ALT(BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), player->actor.shape.rot.y)); if ((player->lockOnActor == NULL) && (yawDiff > (0x10000 / 6))) { - distSq = FLT_MAX; + distSq = MAXFLOAT; } else { distSq = actor->xyzDistToPlayerSq; } @@ -3640,7 +3640,7 @@ void Target_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targ s32 i; sTargetableNearestActor = sTargetablePrioritizedActor = D_801ED8C0 = D_801ED8C4 = NULL; - sTargetableNearestActorDistSq = D_801ED8D0 = sBgmEnemyDistSq = FLT_MAX; + sTargetableNearestActorDistSq = D_801ED8D0 = sBgmEnemyDistSq = MAXFLOAT; sTargetablePrioritizedPriority = D_801ED8D8 = INT32_MAX; actorCtx->targetCtx.bgmEnemy = NULL; diff --git a/src/code/z_room.c b/src/code/z_room.c index 1e8700e095..2093ccb819 100644 --- a/src/code/z_room.c +++ b/src/code/z_room.c @@ -180,7 +180,7 @@ void Room_DrawCullable(PlayState* play, Room* room, u32 flags) { insert->entry = roomShapeCullableEntry; if (roomShapeCullableEntry->boundsSphereRadius < 0) { - insert->boundsNearZ = FLT_MAX; + insert->boundsNearZ = MAXFLOAT; } else { insert->boundsNearZ = entryBoundsNearZ; } diff --git a/src/overlays/actors/ovl_Bg_Open_Shutter/z_bg_open_shutter.c b/src/overlays/actors/ovl_Bg_Open_Shutter/z_bg_open_shutter.c index 2dc79979be..44224736c4 100644 --- a/src/overlays/actors/ovl_Bg_Open_Shutter/z_bg_open_shutter.c +++ b/src/overlays/actors/ovl_Bg_Open_Shutter/z_bg_open_shutter.c @@ -57,7 +57,7 @@ f32 func_80ACAB10(PlayState* play, Actor* actor, f32 arg2, f32 arg3, f32 arg4) { Actor_OffsetOfPointInActorCoords(actor, &offset, &point); if ((arg3 < fabsf(offset.x)) || (arg4 < fabsf(offset.y))) { - return FLT_MAX; + return MAXFLOAT; } else { return offset.z; } diff --git a/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c b/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c index a4380adddf..7eefa81588 100644 --- a/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c +++ b/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c @@ -283,7 +283,7 @@ f32 func_808A0D90(PlayState* play, DoorShutter* this, f32 arg2, f32 arg3, f32 ar Actor_OffsetOfPointInActorCoords(&this->slidingDoor.dyna.actor, &sp1C, &sp28); if ((arg3 < fabsf(sp1C.x)) || (arg4 < fabsf(sp1C.y))) { - return FLT_MAX; + return MAXFLOAT; } return sp1C.z; } diff --git a/src/overlays/actors/ovl_Door_Spiral/z_door_spiral.c b/src/overlays/actors/ovl_Door_Spiral/z_door_spiral.c index 245dcbea53..f9c80d17ee 100644 --- a/src/overlays/actors/ovl_Door_Spiral/z_door_spiral.c +++ b/src/overlays/actors/ovl_Door_Spiral/z_door_spiral.c @@ -176,7 +176,7 @@ f32 func_809A2E08(PlayState* play, DoorSpiral* this, f32 arg2, f32 arg3, f32 arg Actor_OffsetOfPointInActorCoords(&this->actor, &offset, &point); if ((arg3 < fabsf(offset.x)) || (arg4 < fabsf(offset.y))) { - return FLT_MAX; + return MAXFLOAT; } else { return offset.z; } diff --git a/src/overlays/actors/ovl_En_Fish/z_en_fish.c b/src/overlays/actors/ovl_En_Fish/z_en_fish.c index 644a7c8236..d78deb44e5 100644 --- a/src/overlays/actors/ovl_En_Fish/z_en_fish.c +++ b/src/overlays/actors/ovl_En_Fish/z_en_fish.c @@ -145,7 +145,7 @@ void func_8091D904(EnFish* this) { Actor* func_8091D944(EnFish* this, PlayState* play) { f32 distSq; Actor* retActor = NULL; - f32 minDistSq = FLT_MAX; + f32 minDistSq = MAXFLOAT; Actor* actorIter = play->actorCtx.actorLists[ACTORCAT_ITEMACTION].first; while (actorIter != NULL) { diff --git a/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c b/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c index f460f4bd47..61c39f88a7 100644 --- a/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c +++ b/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c @@ -706,7 +706,7 @@ s32 EnInvadepoh_Dog_FindClosestPointToTarget(EnInvadepoh* this, Vec3f* target) { s32 endPoint = this->endPoint; Vec3s* pathPoint; Vec3f pointPos; - f32 minDistSqToTarget = FLT_MAX; + f32 minDistSqToTarget = MAXFLOAT; f32 distSqToTarget; s32 closestPoint = 0; @@ -1312,7 +1312,7 @@ s32 EnInvadepoh_LensFlareCheck(PlayState* play, Vec3f* pos) { */ void EnInvadepoh_InvasionHandler_SetClosestAlienThreat(EnInvadepoh* this) { s32 i; - f32 minDistSqToBarn = FLT_MAX; + f32 minDistSqToBarn = MAXFLOAT; s32 closestAlienIndex = -1; for (i = 0; i < this->alienCount; i++) { diff --git a/src/overlays/actors/ovl_En_Ot/z_en_ot.c b/src/overlays/actors/ovl_En_Ot/z_en_ot.c index 7a469a5f36..0d1b629e53 100644 --- a/src/overlays/actors/ovl_En_Ot/z_en_ot.c +++ b/src/overlays/actors/ovl_En_Ot/z_en_ot.c @@ -119,7 +119,7 @@ void func_80B5B2E0(PlayState* play, Vec3f* pos, s16 pathIndex, Vec3f* vec, s32* f32 dist; Vec3f sp58; Vec3f sp4C; - f32 minDist = FLT_MAX; + f32 minDist = MAXFLOAT; for (i = 0; i < path->count; i++) { Math_Vec3s_ToVec3f(&sp58, &((Vec3s*)Lib_SegmentedToVirtual(path->points))[i]); diff --git a/src/overlays/actors/ovl_En_Tk/z_en_tk.c b/src/overlays/actors/ovl_En_Tk/z_en_tk.c index 7a74754774..7a9fd4f7d4 100644 --- a/src/overlays/actors/ovl_En_Tk/z_en_tk.c +++ b/src/overlays/actors/ovl_En_Tk/z_en_tk.c @@ -921,7 +921,7 @@ void func_80AEE374(EnTk* this, PlayState* play) { EnTkStruct sp30; sp30.unk_00 = NULL; - sp30.unk_04 = FLT_MAX; + sp30.unk_04 = MAXFLOAT; SubS_FindActorCustom(play, &this->actor, NULL, ACTORCAT_NPC, ACTOR_EN_TK, &sp30, func_80AEE300); if (sp30.unk_00 == 0) { diff --git a/src/overlays/actors/ovl_Obj_Iceblock/z_obj_iceblock.c b/src/overlays/actors/ovl_Obj_Iceblock/z_obj_iceblock.c index 523155cec5..cd4b5cc919 100644 --- a/src/overlays/actors/ovl_Obj_Iceblock/z_obj_iceblock.c +++ b/src/overlays/actors/ovl_Obj_Iceblock/z_obj_iceblock.c @@ -441,7 +441,7 @@ s32 func_80A24118(ObjIceblock* this, PlayState* play, f32 arg2, Vec3f* arg3) { temp_f24 = temp_f20 * spF0; temp_f26 = temp_f20 * spEC; ret = false; - phi_f20 = FLT_MAX; + phi_f20 = MAXFLOAT; for (i = 0; i < ARRAY_COUNT(D_80A26EE0); i++) { spC4.x = (D_80A26EE0[i].unk_00 * this->dyna.actor.scale.x) + D_80A26F08[i].unk_00; @@ -518,7 +518,7 @@ s32 func_80A243E0(ObjIceblock* this, PlayState* play, Vec3f* arg0) { ret = false; temp_f28 = temp_f12 * sp100; temp_f30 = temp_f12 * spFC; - phi_f22 = FLT_MAX; + phi_f22 = MAXFLOAT; for (i = 0; i < ARRAY_COUNT(D_80A26F30); i++) { spD4.x = (D_80A26F30[i] * this->dyna.actor.scale.x) + D_80A26F38[i]; diff --git a/src/overlays/actors/ovl_Obj_Skateblock/z_obj_skateblock.c b/src/overlays/actors/ovl_Obj_Skateblock/z_obj_skateblock.c index d99c041e00..ce80bc9ed7 100644 --- a/src/overlays/actors/ovl_Obj_Skateblock/z_obj_skateblock.c +++ b/src/overlays/actors/ovl_Obj_Skateblock/z_obj_skateblock.c @@ -240,7 +240,7 @@ s32 func_80A216D4(ObjSkateblock* this, PlayState* play, f32 arg2, Vec3f* arg3) { temp_f26 = temp_f2 * spE4; ret = false; - temp_f20 = FLT_MAX; + temp_f20 = MAXFLOAT; for (i = 0; i < ARRAY_COUNT(D_80A22A6C); i++) { spBC.x = (D_80A22A6C[i].x * this->dyna.actor.scale.x) + D_80A22A94[i].x; @@ -313,7 +313,7 @@ s32 func_80A21990(ObjSkateblock* this, PlayState* play, Vec3f* arg2) { temp_f30 = -temp_f12 * temp_f26; ret = false; - phi_f22 = FLT_MAX; + phi_f22 = MAXFLOAT; for (i = 0; i < ARRAY_COUNT(D_80A22ABC); i++) { spD4.x = (D_80A22ABC[i] * this->dyna.actor.scale.x) + D_80A22AC4[i]; diff --git a/src/overlays/actors/ovl_Obj_Spidertent/z_obj_spidertent.c b/src/overlays/actors/ovl_Obj_Spidertent/z_obj_spidertent.c index bb0959f479..8835e8c0b6 100644 --- a/src/overlays/actors/ovl_Obj_Spidertent/z_obj_spidertent.c +++ b/src/overlays/actors/ovl_Obj_Spidertent/z_obj_spidertent.c @@ -630,7 +630,7 @@ void func_80B30808(ObjSpidertent* this, PlayState* play) { this->collider.base.acFlags &= ~AC_HIT; phi_s1 = 0; phi_s4 = -1; - phi_f20 = FLT_MAX; + phi_f20 = MAXFLOAT; for (i = 0; i < ARRAY_COUNT(this->colliderElements); i++) { ptr = &this->collider.elements[i]; diff --git a/src/overlays/actors/ovl_Obj_Spinyroll/z_obj_spinyroll.c b/src/overlays/actors/ovl_Obj_Spinyroll/z_obj_spinyroll.c index 7bfcfad605..9f2b1f4f17 100644 --- a/src/overlays/actors/ovl_Obj_Spinyroll/z_obj_spinyroll.c +++ b/src/overlays/actors/ovl_Obj_Spinyroll/z_obj_spinyroll.c @@ -296,7 +296,7 @@ s32 func_80A1E074(ObjSpinyroll* this, PlayState* play, Vec3f* arg2, s32 arg3) { spC8.y = this->dyna.actor.world.pos.y + 10.0f; spBC.y = spC8.y; sp98 = false; - temp_f20 = FLT_MAX; + temp_f20 = MAXFLOAT; ptr->unk_F0 = NULL; for (i = 0; i < ARRAY_COUNT(this->unk_3A4.unk_00); i++) { @@ -383,7 +383,7 @@ s32 func_80A1E3D8(ObjSpinyroll* this, PlayState* play, f32* arg2, s32 arg3) { sp84 = false; sp94.y = this->dyna.actor.world.pos.y + 24.0f; - phi_f22 = FLT_MAX; + phi_f22 = MAXFLOAT; spC8->unk_F0 = NULL; for (i = 0, temp = D_80A1F1FC; i < ARRAY_COUNT(this->unk_3A4.unk_00); i++, temp++) { diff --git a/src/overlays/actors/ovl_Obj_Vspinyroll/z_obj_vspinyroll.c b/src/overlays/actors/ovl_Obj_Vspinyroll/z_obj_vspinyroll.c index d379070476..e4f6b9d35c 100644 --- a/src/overlays/actors/ovl_Obj_Vspinyroll/z_obj_vspinyroll.c +++ b/src/overlays/actors/ovl_Obj_Vspinyroll/z_obj_vspinyroll.c @@ -170,7 +170,7 @@ s32 func_80A3C8D8(ObjVspinyroll* this, PlayState* play, Vec3f* arg2, s32 arg3) { Vec3f spC0; Vec3f spB4; Vec3f spA8; - f32 temp_f20 = FLT_MAX; + f32 temp_f20 = MAXFLOAT; f32 temp_f0; s32 sp9C; diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index b1d04291be..3ee1fbe736 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -12252,11 +12252,11 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { } else { this->talkActor = NULL; this->exchangeItemAction = PLAYER_IA_NONE; - this->talkActorDistance = FLT_MAX; + this->talkActorDistance = MAXFLOAT; } if (!(this->actor.flags & ACTOR_FLAG_20000000) && (this->unk_AA5 != PLAYER_UNKAA5_5)) { this->unk_A90 = NULL; - this->unk_A94 = FLT_MAX; + this->unk_A94 = MAXFLOAT; } if (!(this->stateFlags1 & PLAYER_STATE1_800)) { this->interactRangeActor = NULL; @@ -12268,7 +12268,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { this->tatlTextId = 0; this->unk_B2B = -1; - this->closestSecretDistSq = FLT_MAX; + this->closestSecretDistSq = MAXFLOAT; this->doorType = PLAYER_DOORTYPE_NONE; this->unk_B75 = 0; this->unk_A78 = NULL; diff --git a/tools/disasm/disasm.py b/tools/disasm/disasm.py index 52c5825753..6e0d53d5f6 100755 --- a/tools/disasm/disasm.py +++ b/tools/disasm/disasm.py @@ -448,7 +448,7 @@ def format_f32(f_wd): if f_wd in [0xB8E4AECD, 0xB8E4C3AA, 0x38D1B718]: return f".word 0x{f_wd:08X}" - if f_wd == 0x7F7FFFFF: # FLT_MAX + if f_wd == 0x7F7FFFFF: # MAXFLOAT return ".float 3.4028235e+38" f = as_float(struct.pack(">I", f_wd))