Added aggressive null checking to various types of objects
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21759a2a34
commit
088050e4ce
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@ -678,7 +678,7 @@ f32 calc_y_to_curr_floor(f32 *posOff, f32 posMul, f32 posBound, f32 *focOff, f32
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}
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if (sMarioCamState->action & ACT_FLAG_ON_POLE) {
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if (sMarioGeometry.currFloorHeight >= gMarioStates[0].usedObj->oPosY && sMarioCamState->pos[1]
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if (gMarioStates[0].usedObj != NULL && sMarioGeometry.currFloorHeight >= gMarioStates[0].usedObj->oPosY && sMarioCamState->pos[1]
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< 0.7f * gMarioStates[0].usedObj->hitboxHeight + gMarioStates[0].usedObj->oPosY) {
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posBound = 1200;
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}
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@ -2341,7 +2341,7 @@ s16 update_default_camera(struct Camera *c) {
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vec3f_copy(c->focus, sMarioCamState->pos);
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}
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if (sMarioCamState->action & ACT_FLAG_ON_POLE) {
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if ((sMarioCamState->action & ACT_FLAG_ON_POLE) && gMarioStates[0].usedObj != NULL) {
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camFloorHeight = gMarioStates[0].usedObj->oPosY + 125.f;
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if (sMarioCamState->pos[1] - 100.f > camFloorHeight) {
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camFloorHeight = sMarioCamState->pos[1] - 100.f;
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@ -299,7 +299,7 @@ void mario_stop_riding_object(struct MarioState *m) {
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void mario_grab_used_object(struct MarioState *m) {
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if (m->usedObj == NULL || m->usedObj->oHeldState == HELD_HELD) { return; }
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if (m->heldObj == NULL) {
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if (m->heldObj == NULL && m->usedObj != NULL) {
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m->heldObj = m->usedObj;
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m->heldObj->heldByPlayerIndex = m->playerIndex;
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obj_set_held_state(m->heldObj, bhvCarrySomething3);
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@ -349,7 +349,7 @@ void mario_stop_riding_and_holding(struct MarioState *m) {
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mario_drop_held_object(m);
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mario_stop_riding_object(m);
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if (m->action == ACT_RIDING_HOOT) {
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if (m->action == ACT_RIDING_HOOT && m->usedObj != NULL) {
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m->usedObj->oInteractStatus = 0;
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m->usedObj->oHootMarioReleaseTime = gGlobalTimer;
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}
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@ -421,7 +421,7 @@ struct Object *mario_get_collided_object(struct MarioState *m, u32 interactType)
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for (i = 0; i < m->marioObj->numCollidedObjs; i++) {
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object = m->marioObj->collidedObjs[i];
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if (object->oInteractType == interactType) {
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if (object != NULL && object->oInteractType == interactType) {
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return object;
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}
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}
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@ -574,6 +574,10 @@ static u32 unused_determine_knockback_action(struct MarioState *m) {
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}
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u32 determine_knockback_action(struct MarioState *m, UNUSED s32 arg) {
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if (m->interactObj == NULL) {
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return sForwardKnockbackActions[0][0];
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}
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u32 bonkAction;
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s16 terrainIndex = 0; // 1 = air, 2 = water, 0 = default
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@ -707,6 +711,7 @@ u32 should_push_or_pull_door(struct MarioState *m, struct Object *o) {
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}
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u32 take_damage_from_interact_object(struct MarioState *m) {
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if (m->interactObj == NULL) { return 0; }
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s32 shake;
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s32 damage = m->interactObj->oDamageOrCoinValue;
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@ -1688,7 +1693,7 @@ u32 interact_hoot(struct MarioState *m, UNUSED u32 interactType, struct Object *
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//! Can pause to advance the global timer without falling too far, allowing
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// you to regrab after letting go.
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if (actionId >= 0x080 && actionId < 0x098
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if (m->usedObj != NULL && actionId >= 0x080 && actionId < 0x098
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&& (gGlobalTimer - m->usedObj->oHootMarioReleaseTime > 30)) {
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mario_stop_riding_and_holding(m);
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o->oInteractStatus = INT_STATUS_HOOT_GRABBED_BY_MARIO;
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@ -793,12 +793,14 @@ s16 level_trigger_warp(struct MarioState *m, s32 warpOp) {
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break;
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case WARP_OP_UNKNOWN_02: // bbh enter
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if (m->usedObj == NULL) { break; }
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sDelayedWarpTimer = 30;
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sSourceWarpNodeId = (m->usedObj->oBehParams & 0x00FF0000) >> 16;
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play_transition(WARP_TRANSITION_FADE_INTO_COLOR, 0x1E, 0xFF, 0xFF, 0xFF);
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break;
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case WARP_OP_TELEPORT:
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if (m->usedObj == NULL) { break; }
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sDelayedWarpTimer = 20;
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sSourceWarpNodeId = (m->usedObj->oBehParams & 0x00FF0000) >> 16;
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val04 = !music_changed_through_warp(sSourceWarpNodeId);
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@ -806,6 +808,7 @@ s16 level_trigger_warp(struct MarioState *m, s32 warpOp) {
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break;
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case WARP_OP_WARP_DOOR:
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if (m->usedObj == NULL) { break; }
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sDelayedWarpTimer = 20;
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sDelayedWarpArg = m->actionArg;
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sSourceWarpNodeId = (m->usedObj->oBehParams & 0x00FF0000) >> 16;
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@ -814,6 +817,7 @@ s16 level_trigger_warp(struct MarioState *m, s32 warpOp) {
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break;
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case WARP_OP_WARP_OBJECT:
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if (m->usedObj == NULL) { break; }
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sDelayedWarpTimer = 20;
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sSourceWarpNodeId = (m->usedObj->oBehParams & 0x00FF0000) >> 16;
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val04 = !music_changed_through_warp(sSourceWarpNodeId);
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@ -1928,12 +1928,12 @@ s32 act_flying(struct MarioState *m) {
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s32 act_riding_hoot(struct MarioState *m) {
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if (m->usedObj == NULL || m->usedObj->behavior != bhvHoot) {
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m->usedObj = cur_obj_nearest_object_with_behavior(bhvHoot);
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for (int i = 0; i < MAX_PLAYERS; i++) {
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if (m != &gMarioStates[i]) { continue; }
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m->usedObj->heldByPlayerIndex = i;
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}
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if (m->usedObj == NULL) { return FALSE; }
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m->usedObj->heldByPlayerIndex = m->playerIndex;
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}
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if (m->usedObj == NULL) { return FALSE; }
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if (!(m->input & INPUT_A_DOWN) || (m->marioObj->oInteractStatus & INT_STATUS_MARIO_UNK7)) {
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m->usedObj->oInteractStatus = 0;
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m->usedObj->oHootMarioReleaseTime = gGlobalTimer;
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@ -32,7 +32,7 @@
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void add_tree_leaf_particles(struct MarioState *m) {
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f32 leafHeight;
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if (m->usedObj->behavior == segmented_to_virtual(bhvTree)) {
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if (m->usedObj != NULL && m->usedObj->behavior == segmented_to_virtual(bhvTree)) {
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// make leaf effect spawn higher on the Shifting Sand Land palm tree
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if (gCurrLevelNum == LEVEL_SSL) {
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leafHeight = 250.0f;
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@ -46,7 +46,7 @@ void add_tree_leaf_particles(struct MarioState *m) {
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}
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void play_climbing_sounds(struct MarioState *m, s32 b) {
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s32 isOnTree = (m->usedObj->behavior == segmented_to_virtual(bhvTree));
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s32 isOnTree = (m->usedObj != NULL && m->usedObj->behavior == segmented_to_virtual(bhvTree));
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if (b == 1) {
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if (is_anim_past_frame(m, 1)) {
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@ -61,6 +61,7 @@ void play_climbing_sounds(struct MarioState *m, s32 b) {
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s32 set_pole_position(struct MarioState *m, f32 offsetY) {
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if (m->usedObj == NULL) { m->usedObj = cur_obj_find_nearest_pole(); }
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if (m->usedObj == NULL) { return POLE_NONE; }
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UNUSED s32 unused1;
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UNUSED s32 unused2;
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@ -121,6 +122,7 @@ s32 set_pole_position(struct MarioState *m, f32 offsetY) {
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s32 act_holding_pole(struct MarioState *m) {
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struct Object *marioObj = m->marioObj;
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if (m->usedObj == NULL) { m->usedObj = cur_obj_find_nearest_pole(); }
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if (m->usedObj == NULL) { return FALSE; }
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#ifdef VERSION_JP
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if (m->input & INPUT_A_PRESSED) {
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@ -377,7 +377,7 @@ s32 set_mario_npc_dialog(struct MarioState* m, s32 actionArg) {
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} else if (actionArg != 0 && mario_ready_to_speak(m)) {
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m->usedObj = gCurrentObject;
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set_mario_action(m, ACT_READING_NPC_DIALOG, actionArg);
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if (m->playerIndex == 0) { localDialogNPCBehavior = (BehaviorScript*)m->usedObj->behavior; }
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if (m->playerIndex == 0 && m->usedObj != NULL) { localDialogNPCBehavior = (BehaviorScript*)m->usedObj->behavior; }
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dialogState = 1; // starting dialog
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}
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@ -559,7 +559,7 @@ s32 act_reading_sign(struct MarioState *m) {
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m->pos[2] += marioObj->oMarioReadingSignDPosZ / 11.0f;
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// create the text box
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if (m->actionTimer++ == 10) {
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if (m == &gMarioStates[0]) {
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if (m == &gMarioStates[0] && m->usedObj != NULL) {
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create_dialog_inverted_box(m->usedObj->oBehParams2ndByte);
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}
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m->actionState = 2;
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@ -831,10 +831,12 @@ s32 launch_mario_until_land(struct MarioState *m, s32 endAction, s32 animation,
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}
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s32 act_unlocking_key_door(struct MarioState *m) {
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m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
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if (m->usedObj != NULL) {
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m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
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m->pos[0] = m->usedObj->oPosX + coss(m->faceAngle[1]) * 75.0f;
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m->pos[2] = m->usedObj->oPosZ + sins(m->faceAngle[1]) * 75.0f;
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m->pos[0] = m->usedObj->oPosX + coss(m->faceAngle[1]) * 75.0f;
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m->pos[2] = m->usedObj->oPosZ + sins(m->faceAngle[1]) * 75.0f;
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}
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if (m->actionArg & 2) {
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m->faceAngle[1] += 0x8000;
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@ -858,7 +860,7 @@ s32 act_unlocking_key_door(struct MarioState *m) {
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stop_and_set_height_to_floor(m);
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if (is_anim_at_end(m)) {
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if (m->usedObj->oBehParams >> 24 == 1) {
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if (m->usedObj != NULL && ((m->usedObj->oBehParams >> 24) == 1)) {
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save_file_set_flags(SAVE_FLAG_UNLOCKED_UPSTAIRS_DOOR);
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save_file_clear_flags(SAVE_FLAG_HAVE_KEY_2);
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} else {
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@ -875,7 +877,9 @@ s32 act_unlocking_key_door(struct MarioState *m) {
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s32 act_unlocking_star_door(struct MarioState *m) {
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switch (m->actionState) {
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case 0:
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m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
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if (m->usedObj != NULL) {
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m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
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}
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if (m->actionArg & 2) {
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m->faceAngle[1] += 0x8000;
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}
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@ -920,10 +924,12 @@ s32 act_entering_star_door(struct MarioState *m) {
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s16 targetAngle;
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if (m->actionTimer++ == 0) {
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m->interactObj->oInteractStatus = 0x00010000;
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if (m->interactObj != NULL) {
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m->interactObj->oInteractStatus = 0x00010000;
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}
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// ~30 degrees / 1/12 rot
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targetAngle = m->usedObj->oMoveAngleYaw + 0x1555;
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if (m->usedObj != NULL) { targetAngle = m->usedObj->oMoveAngleYaw + 0x1555; }
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if (m->actionArg & 2) {
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targetAngle += 0x5556; // ~120 degrees / 1/3 rot (total 150d / 5/12)
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}
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@ -931,8 +937,10 @@ s32 act_entering_star_door(struct MarioState *m) {
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// targetDX and targetDZ are the offsets to add to Mario's position to
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// have Mario stand 150 units in front of the door
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targetDX = m->usedObj->oPosX + 150.0f * sins(targetAngle) - m->pos[0];
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targetDZ = m->usedObj->oPosZ + 150.0f * coss(targetAngle) - m->pos[2];
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if (m->usedObj != NULL) {
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targetDX = m->usedObj->oPosX + 150.0f * sins(targetAngle) - m->pos[0];
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targetDZ = m->usedObj->oPosZ + 150.0f * coss(targetAngle) - m->pos[2];
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}
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m->marioObj->oMarioReadingSignDPosX = targetDX / 20.0f;
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m->marioObj->oMarioReadingSignDPosZ = targetDZ / 20.0f;
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@ -954,7 +962,9 @@ s32 act_entering_star_door(struct MarioState *m) {
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}
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else {
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m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
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if (m->usedObj != NULL) {
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m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
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}
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if (m->actionArg & 2) {
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m->faceAngle[1] += 0x8000;
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@ -978,10 +988,14 @@ s32 act_entering_star_door(struct MarioState *m) {
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s32 act_going_through_door(struct MarioState *m) {
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if (m->actionTimer == 0) {
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if (m->actionArg & 1) {
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m->interactObj->oInteractStatus = 0x00010000;
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if (m->interactObj != NULL) {
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m->interactObj->oInteractStatus = 0x00010000;
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}
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set_mario_animation(m, MARIO_ANIM_PULL_DOOR_WALK_IN);
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} else {
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m->interactObj->oInteractStatus = 0x00020000;
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if (m->interactObj != NULL) {
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m->interactObj->oInteractStatus = 0x00020000;
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}
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set_mario_animation(m, MARIO_ANIM_PUSH_DOOR_WALK_IN);
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}
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}
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