Added null checks to functions in obj_behaviors.c

This commit is contained in:
MysterD 2022-05-25 18:15:03 -07:00
parent 8bbd16573c
commit df30e5065d

View file

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