mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-22 20:15:17 +00:00
Fix two crashes. (#15)
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parent
25cd318198
commit
cdf12fb3c9
2 changed files with 47 additions and 56 deletions
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@ -145,10 +145,11 @@ void print_intro_text(void) {
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}
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u32 get_mario_spawn_type(struct Object *o) {
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s32 i;
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if (o == NULL) { return 0; }
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const BehaviorScript *behavior = virtual_to_segmented(0x13, o->behavior);
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for (i = 0; i < 20; i++) {
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for (s32 i = 0; i < 20; i++) {
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if (sWarpBhvSpawnTable[i] == behavior) {
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return sSpawnTypeFromWarpBhv[i];
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}
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@ -62,30 +62,38 @@ static f32 sWigglerSpeeds[] = { 2.0f, 40.0f, 30.0f, 16.0f };
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* attack.
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*/
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void bhv_wiggler_body_part_update(void) {
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f32 dx;
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f32 dy;
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f32 dz;
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f32 dxz;
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struct ChainSegment *segment = &o->parentObj->oWigglerSegments[o->oBehParams2ndByte];
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f32 posOffset;
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if (o == NULL) { return; }
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struct Object *parent = o->parentObj;
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if (parent == NULL) { return; }
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// Sanity check the array size of our segments,
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// This should never be higher then 3
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// in normal circumstances.
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if (o->oBehParams2ndByte > 3) { return; }
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struct ChainSegment *segment = &parent->oWigglerSegments[o->oBehParams2ndByte];
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if (segment == NULL) { return; }
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cur_obj_scale(o->parentObj->header.gfx.scale[0]);
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cur_obj_scale(parent->header.gfx.scale[0]);
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o->oFaceAnglePitch = segment->pitch;
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o->oFaceAngleYaw = segment->yaw;
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// TODO: What is this for?
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posOffset = -37.5f * o->header.gfx.scale[0];
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dy = posOffset * coss(o->oFaceAnglePitch) - posOffset;
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dxz = posOffset * sins(o->oFaceAnglePitch);
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dx = dxz * sins(o->oFaceAngleYaw);
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dz = dxz * coss(o->oFaceAngleYaw);
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f32 posOffset = -37.5f * o->header.gfx.scale[0];
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f32 dy = posOffset * coss(o->oFaceAnglePitch) - posOffset;
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f32 dxz = posOffset * sins(o->oFaceAnglePitch);
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f32 dx = dxz * sins(o->oFaceAngleYaw);
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f32 dz = dxz * coss(o->oFaceAngleYaw);
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o->oPosX = segment->posX + dx;
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o->oPosY = segment->posY + dy;
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o->oPosZ = segment->posZ + dz;
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if (o->oPosY < o->parentObj->oWigglerFallThroughFloorsHeight) {
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if (o->oPosY < parent->oWigglerFallThroughFloorsHeight) {
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//! Since position is recomputed each frame, tilting the wiggler up
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// while on the ground could cause the tail segments to clip through
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// the floor
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@ -100,12 +108,12 @@ void bhv_wiggler_body_part_update(void) {
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segment->posY = o->oPosY;
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// Inherit walking animation speed from wiggler
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cur_obj_init_animation_with_accel_and_sound(0, o->parentObj->oWigglerWalkAnimSpeed);
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if (o->parentObj->oWigglerWalkAnimSpeed == 0.0f) {
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cur_obj_init_animation_with_accel_and_sound(0, parent->oWigglerWalkAnimSpeed);
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if (parent->oWigglerWalkAnimSpeed == 0.0f) {
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cur_obj_reverse_animation();
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}
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if (o->parentObj->oAction == WIGGLER_ACT_SHRINK) {
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if (parent->oAction == WIGGLER_ACT_SHRINK) {
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cur_obj_become_intangible();
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} else {
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cur_obj_become_tangible();
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@ -117,17 +125,13 @@ void bhv_wiggler_body_part_update(void) {
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* Initialize the segment data and spawn the body part objects.
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*/
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void wiggler_init_segments(void) {
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s32 i;
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struct ChainSegment *segments;
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struct Object *bodyPart;
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segments = mem_pool_alloc(gObjectMemoryPool, 4 * sizeof(struct ChainSegment));
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struct ChainSegment *segments = mem_pool_alloc(gObjectMemoryPool, 4 * sizeof(struct ChainSegment));
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if (segments != NULL) {
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// Each segment represents the global position and orientation of each
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// object. Segment 0 represents the wiggler's head, and segment i>0
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// represents body part i.
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o->oWigglerSegments = segments;
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for (i = 0; i <= 3; i++) {
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for (s32 i = 0; i <= 3; i++) {
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chain_segment_init(segments + i);
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(segments + i)->posX = o->oPosX;
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@ -141,9 +145,8 @@ void wiggler_init_segments(void) {
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o->header.gfx.animInfo.animFrame = -1;
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// Spawn each body part
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for (i = 1; i <= 3; i++) {
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bodyPart =
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spawn_object_relative(i, 0, 0, 0, o, MODEL_WIGGLER_BODY, bhvWigglerBody);
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for (s32 i = 1; i <= 3; i++) {
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struct Object *bodyPart = spawn_object_relative(i, 0, 0, 0, o, MODEL_WIGGLER_BODY, bhvWigglerBody);
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if (bodyPart != NULL) {
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obj_init_animation_with_sound(bodyPart, wiggler_seg5_anims_0500C874, 0);
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bodyPart->header.gfx.animInfo.animFrame = (23 * i) % 26 - 1;
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@ -166,37 +169,26 @@ void wiggler_init_segments(void) {
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* for a body part to get stuck on geometry and separate from the rest of the
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* body.
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*/
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void wiggler_update_segments(void) {
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struct ChainSegment *prevBodyPart;
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struct ChainSegment *bodyPart;
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f32 dx;
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f32 dy;
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f32 dz;
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s16 dpitch;
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s16 dyaw;
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f32 dxz;
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s32 i;
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f32 segmentLength;
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void wiggler_update_segments(void) {
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f32 segmentLength = 35.0f * o->header.gfx.scale[0];
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segmentLength = 35.0f * o->header.gfx.scale[0];
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for (s32 i = 1; i <= 3; i++) {
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struct ChainSegment *prevBodyPart = &o->oWigglerSegments[i - 1];
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struct ChainSegment *bodyPart = &o->oWigglerSegments[i];
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for (i = 1; i <= 3; i++) {
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prevBodyPart = &o->oWigglerSegments[i - 1];
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bodyPart = &o->oWigglerSegments[i];
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dx = bodyPart->posX - prevBodyPart->posX;
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dy = bodyPart->posY - prevBodyPart->posY;
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dz = bodyPart->posZ - prevBodyPart->posZ;
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f32 dx = bodyPart->posX - prevBodyPart->posX;
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f32 dy = bodyPart->posY - prevBodyPart->posY;
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f32 dz = bodyPart->posZ - prevBodyPart->posZ;
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// As the head turns, propagate this rotation backward if the difference
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// is more than 45 degrees
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dyaw = atan2s(-dz, -dx) - prevBodyPart->yaw;
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s16 dyaw = atan2s(-dz, -dx) - prevBodyPart->yaw;
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clamp_s16(&dyaw, -0x2000, 0x2000);
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bodyPart->yaw = prevBodyPart->yaw + dyaw;
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// As the head tilts, propagate the tilt backward
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dxz = sqrtf(dx * dx + dz * dz);
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dpitch = atan2s(dxz, dy) - prevBodyPart->pitch;
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f32 dxz = sqrtf(dx * dx + dz * dz);
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s16 dpitch = atan2s(dxz, dy) - prevBodyPart->pitch;
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clamp_s16(&dpitch, -0x2000, 0x2000);
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bodyPart->pitch = prevBodyPart->pitch + dpitch;
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@ -218,12 +210,10 @@ void wiggler_init_segments(void) {
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* If attacked by mario, enter either the jumped on or knockback action.
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*/
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static void wiggler_act_walk(void) {
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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struct Object* player = marioState->marioObj;
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int distanceToPlayer = o->oDistanceToMario;
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int angleToPlayer = o->oAngleToMario;
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s16 yawTurnSpeed;
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struct MarioState *marioState = nearest_mario_state_to_object(o);
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struct Object *player = marioState->marioObj;
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s32 distanceToPlayer = o->oDistanceToMario;
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s32 angleToPlayer = o->oAngleToMario;
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o->oWigglerWalkAnimSpeed = 0.06f * o->oForwardVel;
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@ -274,7 +264,7 @@ static void wiggler_act_walk(void) {
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// If moving at high speeds, could overflow. But can't reach such speeds
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// in practice
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yawTurnSpeed = (s16)(30.0f * o->oForwardVel);
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s16 yawTurnSpeed = (s16)(30.0f * o->oForwardVel);
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cur_obj_rotate_yaw_toward(o->oWigglerTargetYaw, yawTurnSpeed);
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obj_face_yaw_approach(o->oMoveAngleYaw, 2 * yawTurnSpeed);
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