Add null checks to spawn_object.c

This commit is contained in:
MysterD 2022-05-28 01:29:19 -07:00
parent 71b50c721e
commit 123abbbc37

View file

@ -59,6 +59,7 @@ void unused_init_free_list(struct LinkedList *usedList, struct LinkedList **pFre
*/
struct LinkedList *unused_try_allocate(struct LinkedList *destList,
struct LinkedList *freeList) {
if (!destList || !freeList) { return; }
struct LinkedList *node = freeList->next;
if (node != NULL) {
@ -117,6 +118,7 @@ struct Object *try_allocate_object(struct ObjectNode *destList, struct ObjectNod
* This function seems to have been replaced by deallocate_object.
*/
void unused_deallocate(struct LinkedList *freeList, struct LinkedList *node) {
if (!node || !freeList) { return; }
// Remove from doubly linked list
node->next->prev = node->prev;
node->prev->next = node->next;
@ -130,6 +132,7 @@ void unused_deallocate(struct LinkedList *freeList, struct LinkedList *node) {
* insert it at the beginning of the free list (singly linked).
*/
static void deallocate_object(struct ObjectNode *freeList, struct ObjectNode *obj) {
if (!obj || !freeList) { return; }
// Remove from object list
obj->next->prev = obj->prev;
obj->prev->next = obj->next;
@ -163,6 +166,7 @@ void init_free_object_list(void) {
* Clear each object list, without adding the objects back to the free list.
*/
void clear_object_lists(struct ObjectNode *objLists) {
if (!objLists) { return; }
for (s32 i = 0; i < NUM_OBJ_LISTS; i++) {
objLists[i].next = &objLists[i];
objLists[i].prev = &objLists[i];
@ -173,6 +177,7 @@ void clear_object_lists(struct ObjectNode *objLists) {
* Delete the leaf graph nodes under obj and obj's siblings.
*/
static void unused_delete_leaf_nodes(struct Object *obj) {
if (!obj) { return; }
struct Object *children;
struct Object *sibling;
struct Object *obj0 = obj;
@ -194,6 +199,7 @@ static void unused_delete_leaf_nodes(struct Object *obj) {
* Free the given object.
*/
void unload_object(struct Object *obj) {
if (!obj) { return; }
obj->activeFlags = ACTIVE_FLAG_DEACTIVATED;
obj->prevObj = NULL;
@ -235,6 +241,7 @@ void unload_object(struct Object *obj) {
* infinite loop.
*/
struct Object *allocate_object(struct ObjectNode *objList) {
if (!objList) { return NULL; }
struct Object *obj = try_allocate_object(objList, &gFreeObjectList);
// The object list is full if the newly created pointer is NULL.
@ -329,6 +336,7 @@ struct Object *allocate_object(struct ObjectNode *objList) {
* If the object is close to being on the floor, move it to be exactly on the floor.
*/
static void snap_object_to_floor(struct Object *obj) {
if (!obj) { return; }
struct Surface *surface;
obj->oFloorHeight = find_floor(obj->oPosX, obj->oPosY, obj->oPosZ, &surface);
@ -343,6 +351,7 @@ static void snap_object_to_floor(struct Object *obj) {
* Spawn an object at the origin with the behavior script at virtual address bhvScript.
*/
struct Object *create_object(const BehaviorScript *bhvScript) {
if (!bhvScript) { return NULL; }
s32 objListIndex = OBJ_LIST_DEFAULT;
const BehaviorScript *behavior = smlua_override_behavior(bhvScript);
@ -390,6 +399,7 @@ struct Object *create_object(const BehaviorScript *bhvScript) {
* Mark an object to be unloaded at the end of the frame.
*/
void mark_obj_for_deletion(struct Object *obj) {
if (!obj) { return; }
//! Same issue as obj_mark_for_deletion
obj->activeFlags = ACTIVE_FLAG_DEACTIVATED;
}