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https://github.com/TerryCavanagh/VVVVVV.git
synced 2025-01-03 15:39:46 +01:00
Remove overcomplicated integer divisions
Believe it or not, there are still some remnants of the ActionScript coding standards in the codebase! And one of them sometimes pops up whenever an integer division happens. As it so happens, it seems like division in ActionScript automatically produces a decimal number. So to prevent that, the game sometimes subtracts off the remainder of the number to be divided before performing the division on it. Thus, we get statements that look like (a - (a % b)) / b And probably more parentheses surrounding it too, since it would be copy-pasted into yet another larger expression, because of course it would. `(a % b)` here is subtracting the remainder of `a` divided by `b`, using the modulo operator, before it gets divided by `b`. Thus, the number will always be divisible by `b`, so dividing it will mathematically not produce a decimal number. Needless to say, this is unnecessary, and very unreadable. In fact, when I saw these for the first time, I thought they were overcomplicated _modulos_, _not_ integer division! In C and C++, dividing an integer by an integer will always result in an integer, so there's no need to do all this runaround just to divide two integers. To find all of these, I used the command rg --pcre2 '(.+?).+?-.+?(?=\1).+?%.+?([\d]+?).+?\/.+?(?=\2)' which basically matches expressions of the form 'a - a % b / b', where 'a' and 'b' are identical and there could be any characters in the spaces.
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6192269128
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7 changed files with 23 additions and 33 deletions
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@ -871,8 +871,8 @@ void customlevelclass::findstartpoint(void)
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else
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{
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//Start point spawn
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int tx=(customentities[testeditor].x-(customentities[testeditor].x%40))/40;
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int ty=(customentities[testeditor].y-(customentities[testeditor].y%30))/30;
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int tx=customentities[testeditor].x/40;
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int ty=customentities[testeditor].y/30;
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game.edsavex = ((customentities[testeditor].x%40)*8)-4;
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game.edsavey = (customentities[testeditor].y%30)*8;
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game.edsaverx = 100+tx;
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@ -721,7 +721,7 @@ void editorrender(void)
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if(temp2==i)
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{
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graphics.bprint((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8)-8,
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"("+help.String(((customentities[i].p1-int(customentities[i].p1%40))/40)+1)+","+help.String(((customentities[i].p2-int(customentities[i].p2%30))/30)+1)+")",210,210,255);
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"("+help.String(customentities[i].p1/40 + 1)+","+help.String(customentities[i].p2/30 + 1)+")",210,210,255);
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}
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else
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{
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@ -854,7 +854,7 @@ void editorrender(void)
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if(ed.tilex+(ed.levx*40)==customentities[i].p1 && ed.tiley+(ed.levy*30)==customentities[i].p2)
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{
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graphics.bprint((customentities[i].p1*8)- (ed.levx*40*8),(customentities[i].p2*8)- (ed.levy*30*8)-8,
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"("+help.String(((customentities[i].x-int(customentities[i].x%40))/40)+1)+","+help.String(((customentities[i].y-int(customentities[i].y%30))/30)+1)+")",190,190,225);
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"("+help.String(customentities[i].x/40 + 1)+","+help.String(customentities[i].y/30 + 1)+")",190,190,225);
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}
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else
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{
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@ -2720,8 +2720,8 @@ void editorinput(void)
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//if() on screen
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if(customentities[i].t==16 && testeditor==-1)
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{
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int tx=(customentities[i].x-(customentities[i].x%40))/40;
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int ty=(customentities[i].y-(customentities[i].y%30))/30;
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int tx=customentities[i].x/40;
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int ty=customentities[i].y/30;
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if(tx==ed.levx && ty==ed.levy)
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{
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testeditor=i;
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@ -2737,8 +2737,8 @@ void editorinput(void)
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//if() on screen
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if(customentities[i].t==10 && testeditor==-1)
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{
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int tx=(customentities[i].x-(customentities[i].x%40))/40;
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int ty=(customentities[i].y-(customentities[i].y%30))/30;
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int tx=customentities[i].x/40;
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int ty=customentities[i].y/30;
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if(tx==ed.levx && ty==ed.levy)
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{
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testeditor=i;
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@ -2758,8 +2758,8 @@ void editorinput(void)
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if(startpoint==0)
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{
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//Checkpoint spawn
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int tx=(customentities[testeditor].x-(customentities[testeditor].x%40))/40;
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int ty=(customentities[testeditor].y-(customentities[testeditor].y%30))/30;
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int tx=customentities[testeditor].x/40;
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int ty=customentities[testeditor].y/30;
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game.edsavex = (customentities[testeditor].x%40)*8 - 4;
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game.edsavey = (customentities[testeditor].y%30)*8;
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game.edsaverx = 100+tx;
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@ -2779,8 +2779,8 @@ void editorinput(void)
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else
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{
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//Start point spawn
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int tx=(customentities[testeditor].x-(customentities[testeditor].x%40))/40;
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int ty=(customentities[testeditor].y-(customentities[testeditor].y%30))/30;
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int tx=customentities[testeditor].x/40;
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int ty=customentities[testeditor].y/30;
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game.edsavex = (customentities[testeditor].x%40)*8 - 4;
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game.edsavey = (customentities[testeditor].y%30)*8;
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game.edsaverx = 100+tx;
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@ -4076,8 +4076,7 @@ int entityclass::checkactivity(void)
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int entityclass::getgridpoint( int t )
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{
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t = (t - (t % 8)) / 8;
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return t;
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return t / 8;
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}
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bool entityclass::checkplatform(const SDL_Rect& temprect, int* px, int* py)
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@ -5779,7 +5779,7 @@ std::string Game::partimestring(void)
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std::string tempstring = "";
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if (timetrialpar >= 60)
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{
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tempstring = help.twodigits(int((timetrialpar - (timetrialpar % 60)) / 60)) + ":" + help.twodigits(timetrialpar % 60);
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tempstring = help.twodigits(timetrialpar / 60) + ":" + help.twodigits(timetrialpar % 60);
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}
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else
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{
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@ -5794,7 +5794,7 @@ std::string Game::resulttimestring(void)
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std::string tempstring = "";
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if (timetrialresulttime >= 60)
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{
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tempstring = help.twodigits(int((timetrialresulttime - (timetrialresulttime % 60)) / 60)) + ":"
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tempstring = help.twodigits(timetrialresulttime / 60) + ":"
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+ help.twodigits(timetrialresulttime % 60);
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}
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else
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@ -5811,7 +5811,7 @@ std::string Game::timetstring( int t )
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std::string tempstring = "";
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if (t >= 60)
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{
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tempstring = help.twodigits(int((t - (t % 60)) / 60)) + ":" + help.twodigits(t % 60);
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tempstring = help.twodigits(t / 60) + ":" + help.twodigits(t % 60);
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}
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else
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{
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@ -1250,8 +1250,8 @@ void gamelogic(void)
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int edi=obj.entities[game.edteleportent].behave;
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int edj=obj.entities[game.edteleportent].para;
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int edi2, edj2;
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edi2 = (edi-(edi%40))/40;
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edj2 = (edj-(edj%30))/30;
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edi2 = edi/40;
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edj2 = edj/30;
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map.warpto(100+edi2, 100+edj2, obj.getplayer(), edi%40, (edj%30)+2);
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game.teleport = false;
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@ -20,10 +20,7 @@ towerclass::towerclass(void)
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int towerclass::backat(int xp, int yp, int yoff)
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{
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yp = yp * 8;
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yp += yoff;
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yoff = yp % 8;
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yp = (yp - yoff) / 8;
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yp = (yp*8 + yoff) / 8;
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if (xp >= 0 && xp < 40)
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{
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@ -42,10 +39,7 @@ int towerclass::at(int xp, int yp, int yoff)
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}
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else
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{
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yp = yp * 8;
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yp += yoff;
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yoff = yp % 8;
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yp = (yp - yoff) / 8;
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yp = (yp*8 + yoff) / 8;
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while (yp < 0) yp += 700;
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while (yp >= 700) yp -= 700;
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@ -67,10 +61,7 @@ int towerclass::at(int xp, int yp, int yoff)
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int towerclass::miniat(int xp, int yp, int yoff)
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{
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yp = yp * 8;
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yp += yoff;
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yoff = yp % 8;
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yp = (yp - yoff) / 8;
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yp = (yp*8 + yoff) / 8;
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while (yp < 0) yp += 100;
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while (yp >= 100) yp -= 100;
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@ -185,7 +185,7 @@ std::string UtilityClass::timestring( int t )
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{
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//given a time t in frames, return a time in seconds
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std::string tempstring = "";
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int temp = (t - (t % 30)) / 30;
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int temp = t / 30;
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if (temp < 60) //less than one minute
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{
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t = t % 30;
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@ -193,7 +193,7 @@ std::string UtilityClass::timestring( int t )
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}
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else
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{
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int temp2 = (temp - (temp % 60)) / 60;
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int temp2 = temp / 60;
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temp = temp % 60;
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t = t % 30;
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tempstring = String(temp2) + ":" + twodigits(temp) + ":" + twodigits(t * 100 / 30);
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