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https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-29 07:23:01 +00:00
Added null checks to functions in obj_behaviors.c
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parent
8bbd16573c
commit
df30e5065d
1 changed files with 28 additions and 3 deletions
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@ -112,10 +112,14 @@ Gfx UNUSED *geo_obj_transparency_something(s32 callContext, struct GraphNode *no
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gfxHead = alloc_display_list(3 * sizeof(Gfx));
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if (gfxHead == NULL) { return NULL; }
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gfx = gfxHead;
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if (obj != NULL) {
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obj->header.gfx.node.flags =
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(obj->header.gfx.node.flags & 0xFF) | (GRAPH_NODE_TYPE_FUNCTIONAL | GRAPH_NODE_TYPE_400);
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}
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if (heldObject != NULL) {
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gDPSetEnvColor(gfx++, 255, 255, 255, heldObject->oOpacity);
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}
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gSPEndDisplayList(gfx);
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}
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@ -138,6 +142,7 @@ f32 absf_2(f32 f) {
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*/
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void turn_obj_away_from_surface(f32 velX, f32 velZ, f32 nX, UNUSED f32 nY, f32 nZ, f32 *objYawX,
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f32 *objYawZ) {
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if (!objYawX || !objYawZ) { return; }
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*objYawX = (nZ * nZ - nX * nX) * velX / (nX * nX + nZ * nZ)
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- 2 * velZ * (nX * nZ) / (nX * nX + nZ * nZ);
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if (isnan(*objYawX)) { *objYawX = 0; }
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@ -215,6 +220,7 @@ s8 turn_obj_away_from_steep_floor(struct Surface *objFloor, f32 floorY, f32 objV
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* Orients an object with the given normals, typically the surface under the object.
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*/
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void obj_orient_graph(struct Object *obj, f32 normalX, f32 normalY, f32 normalZ) {
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if (!obj) { return; }
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Vec3f objVisualPosition, surfaceNormals;
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Mat4 *throwMatrix;
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@ -251,6 +257,7 @@ void obj_orient_graph(struct Object *obj, f32 normalX, f32 normalY, f32 normalZ)
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* Determines an object's forward speed multiplier.
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*/
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void calc_obj_friction(f32 *objFriction, f32 floor_nY) {
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if (!objFriction) { return; }
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if (floor_nY < 0.2 && o->oFriction < 0.9999) {
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*objFriction = 0;
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} else {
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@ -262,6 +269,7 @@ void calc_obj_friction(f32 *objFriction, f32 floor_nY) {
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* Updates an objects speed for gravity and updates Y position.
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*/
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void calc_new_obj_vel_and_pos_y(struct Surface *objFloor, f32 objFloorY, f32 objVelX, f32 objVelZ) {
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if (!objFloor) { return; }
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f32 floor_nX = objFloor->normal.x;
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f32 floor_nY = objFloor->normal.y;
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f32 floor_nZ = objFloor->normal.z;
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@ -320,6 +328,7 @@ void calc_new_obj_vel_and_pos_y(struct Surface *objFloor, f32 objFloorY, f32 obj
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void calc_new_obj_vel_and_pos_y_underwater(struct Surface *objFloor, f32 floorY, f32 objVelX, f32 objVelZ,
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f32 waterY) {
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if (!objFloor) { return; }
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f32 floor_nX = objFloor->normal.x;
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f32 floor_nY = objFloor->normal.y;
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f32 floor_nZ = objFloor->normal.z;
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@ -490,6 +499,7 @@ s16 object_step_without_floor_orient(void) {
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* position.
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*/
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void obj_move_xyz_using_fvel_and_yaw(struct Object *obj) {
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if (!obj) { return; }
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o->oVelX = obj->oForwardVel * sins(obj->oMoveAngleYaw);
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o->oVelZ = obj->oForwardVel * coss(obj->oMoveAngleYaw);
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@ -519,6 +529,7 @@ s8 is_point_within_radius_of_mario(f32 x, f32 y, f32 z, s32 dist) {
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}
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u8 is_player_active(struct MarioState* m) {
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if (!m) { return FALSE; }
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if (gNetworkType == NT_NONE && m == &gMarioStates[0]) { return TRUE; }
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if (m->action == ACT_BUBBLED) { return FALSE; }
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struct NetworkPlayer* np = &gNetworkPlayers[m->playerIndex];
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@ -545,6 +556,7 @@ u8 is_other_player_active(void) {
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}
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u8 is_player_in_local_area(struct MarioState* m) {
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if (!m) { return FALSE; }
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if (gNetworkType == NT_NONE && m == &gMarioStates[0]) { return TRUE; }
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struct NetworkPlayer* np = &gNetworkPlayers[m->playerIndex];
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if (np == gNetworkPlayerServer && gServerSettings.headlessServer) { return FALSE; }
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@ -565,6 +577,7 @@ u8 is_player_in_local_area(struct MarioState* m) {
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* Returns closest MarioState
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*/
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struct MarioState* nearest_mario_state_to_object(struct Object *obj) {
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if (!obj) { return NULL; }
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struct MarioState* nearest = NULL;
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f32 nearestDist = 0;
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u8 checkActive = TRUE;
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@ -593,7 +606,9 @@ struct MarioState* nearest_mario_state_to_object(struct Object *obj) {
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* Returns closest marioObj
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*/
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struct Object* nearest_player_to_object(struct Object *obj) {
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if (!obj) { return NULL; }
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struct MarioState* nearest = nearest_mario_state_to_object(obj);
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if (nearest == NULL) { return NULL; }
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return nearest->marioObj;
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}
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@ -601,6 +616,7 @@ struct Object* nearest_player_to_object(struct Object *obj) {
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* Returns closest MarioState that's interacting with the object.
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*/
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struct MarioState *nearest_interacting_mario_state_to_object(struct Object *obj) {
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if (!obj) { return NULL; }
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struct MarioState *nearest = NULL;
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f32 nearestDist = 0;
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u8 checkActive = TRUE;
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@ -630,7 +646,9 @@ struct MarioState *nearest_interacting_mario_state_to_object(struct Object *obj)
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* Returns closest marioObj that's interacting with the object.
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*/
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struct Object *nearest_interacting_player_to_object(struct Object *obj) {
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if (!obj) { return NULL; }
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struct MarioState *nearest = nearest_interacting_mario_state_to_object(obj);
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if (!nearest) { return NULL; }
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return nearest->marioObj;
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}
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@ -658,6 +676,7 @@ u8 is_nearest_player_to_object(struct Object *m, struct Object *obj) {
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* Checks whether a point is within distance of a given point. Test is exclusive.
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*/
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s8 is_point_close_to_object(struct Object *obj, f32 x, f32 y, f32 z, s32 dist) {
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if (!obj) { return FALSE; }
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f32 objX = obj->oPosX;
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f32 objY = obj->oPosY;
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f32 objZ = obj->oPosZ;
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@ -674,6 +693,7 @@ s8 is_point_close_to_object(struct Object *obj, f32 x, f32 y, f32 z, s32 dist) {
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* Sets an object as visible if within a certain distance of Mario's graphical position.
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*/
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void set_object_visibility(struct Object *obj, s32 dist) {
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if (!obj) { return; }
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s32 distanceToPlayer = dist_between_objects(obj, gMarioStates[0].marioObj);
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if (distanceToPlayer < dist * draw_distance_scalar()) {
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obj->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
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@ -686,6 +706,7 @@ void set_object_visibility(struct Object *obj, s32 dist) {
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* Turns an object towards home if Mario is not near to it.
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*/
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s8 obj_return_home_if_safe(struct Object *obj, f32 homeX, f32 y, f32 homeZ, s32 dist) {
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if (!obj) { return FALSE; }
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f32 homeDistX = homeX - obj->oPosX;
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f32 homeDistZ = homeZ - obj->oPosZ;
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s16 angleTowardsHome = atan2s(homeDistZ, homeDistX);
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@ -703,6 +724,7 @@ s8 obj_return_home_if_safe(struct Object *obj, f32 homeX, f32 y, f32 homeZ, s32
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* Randomly displaces an objects home if RNG says to, and turns the object towards its home.
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*/
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void obj_return_and_displace_home(struct Object *obj, f32 homeX, UNUSED f32 homeY, f32 homeZ, s32 baseDisp) {
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if (!obj) { return; }
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s16 angleToNewHome;
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f32 homeDistX, homeDistZ;
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@ -760,6 +782,7 @@ s8 obj_find_wall_displacement(Vec3f dist, f32 x, f32 y, f32 z, f32 radius) {
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* with a random forward velocity, y velocity, and direction.
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*/
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void obj_spawn_yellow_coins(struct Object *obj, s8 nCoins) {
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if (!obj) { return; }
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struct Object *coin;
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s8 count;
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@ -779,6 +802,7 @@ void obj_spawn_yellow_coins(struct Object *obj, s8 nCoins) {
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* Controls whether certain objects should flicker/when to despawn.
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*/
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s8 obj_flicker_and_disappear(struct Object *obj, s16 lifeSpan) {
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if (!obj) { return FALSE; }
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if (obj->oTimer < lifeSpan) {
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return FALSE;
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}
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@ -828,6 +852,7 @@ s8 current_mario_room_check(s16 room) {
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* Triggers dialog when Mario is facing an object and controls it while in the dialog.
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*/
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s16 trigger_obj_dialog_when_facing(struct MarioState* m, s32 *inDialog, s16 dialogID, f32 dist, s32 actionArg, u8 (*inContinueDialogFunction)(void)) {
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if (!m || !inDialog) { return 0; }
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s16 dialogueResponse;
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s32 angleToPlayer = obj_angle_to_object(o, m->marioObj);
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