diff --git a/src/engine/level_script.c b/src/engine/level_script.c index 83fce25ba..a371d0c0b 100644 --- a/src/engine/level_script.c +++ b/src/engine/level_script.c @@ -429,7 +429,7 @@ static void level_cmd_init_mario(void) { struct GraphNode* unk18 = gLoadedGraphNodes[CMD_GET(u8, 3)]; struct SpawnInfo* lastSpawnInfo = NULL; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { struct SpawnInfo* spawnInfo = &gPlayerSpawnInfos[i]; vec3s_set(spawnInfo->startPos, 0, 0, 0); vec3s_set(spawnInfo->startAngle, 0, 0, 0); @@ -676,7 +676,7 @@ static void level_cmd_set_mario_start_pos(void) { vec3s_copy(pos, CMD_GET(Vec3s, 6)); #endif s16 angle = CMD_GET(s16, 4); - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { gPlayerSpawnInfos[i].areaIndex = areaIndex; #if IS_64_BIT diff --git a/src/engine/math_util.c b/src/engine/math_util.c index ca8b6ce1f..65bf3cf1a 100644 --- a/src/engine/math_util.c +++ b/src/engine/math_util.c @@ -45,8 +45,7 @@ void *vec3f_sum(Vec3f dest, Vec3f a, Vec3f b) { } /// Multiply vector 'dest' by a -void *vec3f_mul(Vec3f dest, f32 a) -{ +void *vec3f_mul(Vec3f dest, f32 a) { dest[0] *= a; dest[1] *= a; dest[2] *= a; diff --git a/src/engine/surface_collision.c b/src/engine/surface_collision.c index 4f4208f51..0daf50b95 100644 --- a/src/engine/surface_collision.c +++ b/src/engine/surface_collision.c @@ -131,7 +131,7 @@ static s32 find_wall_collisions_from_list(struct SurfaceNode *surfaceNode, // If Mario has a vanish cap, pass through the vanish cap wall. u8 passThroughWall = FALSE; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (gCurrentObject != NULL && gCurrentObject == gMarioStates[i].marioObj && (gMarioStates[i].flags & MARIO_VANISH_CAP)) { passThroughWall = TRUE; diff --git a/src/engine/surface_load.c b/src/engine/surface_load.c index de7998afa..dd04b1cee 100644 --- a/src/engine/surface_load.c +++ b/src/engine/surface_load.c @@ -774,7 +774,7 @@ void load_object_collision_model(void) { f32 tangibleDist = gCurrentObject->oCollisionDistance; u8 anyPlayerInTangibleRange = FALSE; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { f32 dist = dist_between_objects(gCurrentObject, gMarioStates[i].marioObj); if (dist < tangibleDist) { anyPlayerInTangibleRange = TRUE; } } diff --git a/src/game/area.c b/src/game/area.c index d9daa2a2b..669830f91 100644 --- a/src/game/area.c +++ b/src/game/area.c @@ -117,7 +117,7 @@ void set_warp_transition_rgb(u8 red, u8 green, u8 blue) { gWarpTransBlue = blue; } -static int scale_x_to_correct_aspect_center(int x) { +static s32 scale_x_to_correct_aspect_center(s32 x) { f32 aspect = GFX_DIMENSIONS_ASPECT_RATIO; return x + (SCREEN_HEIGHT * aspect / 2) - (SCREEN_WIDTH / 2); } diff --git a/src/game/behaviors/activated_bf_plat.inc.c b/src/game/behaviors/activated_bf_plat.inc.c index fc303c3d8..ba4cc2eb7 100644 --- a/src/game/behaviors/activated_bf_plat.inc.c +++ b/src/game/behaviors/activated_bf_plat.inc.c @@ -80,7 +80,7 @@ void bhv_activated_back_and_forth_platform_update(void) { UNUSED s32 unused[3]; struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); // oVelY is used for vertical platforms' movement and also for // horizontal platforms' dipping up/down when Mario gets on/off them diff --git a/src/game/behaviors/bbh_tilting_trap.inc.c b/src/game/behaviors/bbh_tilting_trap.inc.c index 2c84b2ad6..c1516a8ac 100644 --- a/src/game/behaviors/bbh_tilting_trap.inc.c +++ b/src/game/behaviors/bbh_tilting_trap.inc.c @@ -20,7 +20,7 @@ void bhv_bbh_tilting_trap_platform_loop(void) { f32 y = 0; f32 z = 0; u8 playersTouched = 0; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].marioObj->platform == o) { x += gMarioStates[i].marioObj->oPosX; @@ -30,8 +30,8 @@ void bhv_bbh_tilting_trap_platform_loop(void) { } } - int distanceToPlayer = 0; - int angleToPlayer = 0; + s32 distanceToPlayer = 0; + s32 angleToPlayer = 0; if (playersTouched > 0) { x /= (f32)playersTouched; y /= (f32)playersTouched; diff --git a/src/game/behaviors/bobomb.inc.c b/src/game/behaviors/bobomb.inc.c index 92edd3cba..4b17471f6 100644 --- a/src/game/behaviors/bobomb.inc.c +++ b/src/game/behaviors/bobomb.inc.c @@ -415,7 +415,7 @@ void bobomb_buddy_act_turn_to_talk(void) { cur_obj_play_sound_2(SOUND_OBJ_BOBOMB_WALK); struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); o->oMoveAngleYaw = approach_s16_symmetric(o->oMoveAngleYaw, angleToPlayer, 0x1000); if ((s16) o->oMoveAngleYaw == (s16) angleToPlayer) o->oAction = BOBOMB_BUDDY_ACT_TALK; diff --git a/src/game/behaviors/boo.inc.c b/src/game/behaviors/boo.inc.c index a9ea6f7d6..61f440290 100644 --- a/src/game/behaviors/boo.inc.c +++ b/src/game/behaviors/boo.inc.c @@ -56,7 +56,7 @@ void bhv_boo_init(void) { static s32 boo_should_be_stopped(void) { if (cur_obj_has_behavior(bhvMerryGoRoundBigBoo) || cur_obj_has_behavior(bhvMerryGoRoundBoo)) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].currentRoom == BBH_DYNAMIC_SURFACE_ROOM || gMarioStates[i].currentRoom == BBH_NEAR_MERRY_GO_ROUND_ROOM) { return FALSE; } } @@ -83,10 +83,10 @@ static s32 boo_should_be_stopped(void) { static s32 boo_should_be_active(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); - int distanceToPlayer = dist_between_objects(o, marioState->marioObj); + s32 distanceToPlayer = dist_between_objects(o, marioState->marioObj); u8 inRoom = FALSE; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].currentRoom == o->oRoom || gMarioStates[i].currentRoom == 0) { inRoom = TRUE; } } @@ -178,7 +178,7 @@ static void boo_oscillate(s32 ignoreOpacity) { static s32 boo_vanish_or_appear(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s16 relativeAngleToMario = abs_angle_diff(angleToPlayer, o->oMoveAngleYaw); s16 relativeMarioFaceAngle = abs_angle_diff(o->oMoveAngleYaw, player->oFaceAngleYaw); @@ -207,7 +207,7 @@ static s32 boo_vanish_or_appear(void) { static void boo_set_move_yaw_for_during_hit(s32 hurt) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); cur_obj_become_intangible(); @@ -377,7 +377,7 @@ static s32 boo_get_attack_status(void) { static void boo_chase_mario(f32 a0, s16 a1, f32 a2) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); f32 sp1C; s16 sp1A; @@ -621,7 +621,7 @@ static void big_boo_act_1(void) { // redundant; this check is in boo_should_be_stopped if (cur_obj_has_behavior(bhvMerryGoRoundBigBoo)) { u8 inRoom = FALSE; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].currentRoom == BBH_DYNAMIC_SURFACE_ROOM || gMarioStates[i].currentRoom == BBH_NEAR_MERRY_GO_ROUND_ROOM) { inRoom = TRUE; } } @@ -712,7 +712,7 @@ static void big_boo_act_4(void) { #endif struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (o->oBehParams2ndByte == 0) { obj_set_pos(o, 973, 0, 626); @@ -877,7 +877,7 @@ void bhv_merry_go_round_boo_manager_loop(void) { } struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); switch (o->oAction) { case 0: @@ -949,11 +949,11 @@ void bhv_boo_in_castle_loop(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); u8 inRoom = FALSE; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (marioState->floor == NULL) { continue; } inRoom = inRoom || (marioState->floor->room == 1); diff --git a/src/game/behaviors/bouncing_fireball.inc.c b/src/game/behaviors/bouncing_fireball.inc.c index 85254077e..554d4ee8b 100644 --- a/src/game/behaviors/bouncing_fireball.inc.c +++ b/src/game/behaviors/bouncing_fireball.inc.c @@ -29,7 +29,7 @@ void bhv_bouncing_fireball_flame_loop(void) { void bhv_bouncing_fireball_loop(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); struct Object *sp2C; f32 sp28; diff --git a/src/game/behaviors/bowser.inc.c b/src/game/behaviors/bowser.inc.c index 42d19c5a1..f7fa7740d 100644 --- a/src/game/behaviors/bowser.inc.c +++ b/src/game/behaviors/bowser.inc.c @@ -236,7 +236,7 @@ static void bowser_debug_actions(void) // unused void bowser_bitdw_act_controller(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (marioState->playerIndex != 0) { return; } f32 rand = random_float(); @@ -273,7 +273,7 @@ void bowser_bitdw_act_controller(void) { void bowser_bitfs_act_controller(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (marioState->playerIndex != 0) { return; } f32 rand = random_float(); @@ -305,7 +305,7 @@ void bowser_bitfs_act_controller(void) { void bowser_general_bits_act_controller(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (marioState->playerIndex != 0) { return; } f32 rand = random_float(); @@ -394,7 +394,7 @@ void bowser_act_breath_fire(void) { void bowser_act_walk_to_mario(void) // turn towards Mario { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); UNUSED s32 facing; // is Bowser facing Mario? s16 turnSpeed; @@ -427,8 +427,8 @@ void bowser_act_walk_to_mario(void) // turn towards Mario void bowser_act_teleport(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); switch (o->oSubAction) { case 0: @@ -536,7 +536,7 @@ s32 bowser_set_anim_in_air(void) { s32 bowser_land(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (o->oMoveFlags & OBJ_MOVE_LANDED) { o->oForwardVel = 0; @@ -667,7 +667,7 @@ void bowser_act_turn_from_edge(void) { void bowser_act_charge_mario(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s32 sp34; if (o->oTimer == 0) @@ -906,8 +906,8 @@ void bowser_dead_bounce(void) { s32 bowser_dead_wait_for_mario(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s32 ret = 0; cur_obj_become_intangible(); @@ -1246,8 +1246,8 @@ void bowser_thrown_dropped_update(void) { void bhv_bowser_loop(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); // look for animation difference and override struct Animation* anim = NULL; @@ -1305,7 +1305,7 @@ void bhv_bowser_loop(void) { // update animation index anim = o->oAnimations[networkBowserAnimationIndex]; if (o->header.gfx.animInfo.curAnim != anim) { - for (int i = 0; i < 32; i++) { + for (s32 i = 0; i < 32; i++) { if (o->header.gfx.animInfo.curAnim == o->oAnimations[i]) { networkBowserAnimationIndex = i; } @@ -1385,7 +1385,7 @@ Gfx *geo_update_body_rot_from_parent(s32 run, UNUSED struct GraphNode *node, Mat void bowser_open_eye_switch(struct Object *a0, struct GraphNodeSwitchCase *switchCase) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s32 sp1C; s16 sp1A; diff --git a/src/game/behaviors/bowser_puzzle_piece.inc.c b/src/game/behaviors/bowser_puzzle_piece.inc.c index c19ba1fea..7556958c3 100644 --- a/src/game/behaviors/bowser_puzzle_piece.inc.c +++ b/src/game/behaviors/bowser_puzzle_piece.inc.c @@ -127,7 +127,7 @@ void bhv_lll_bowser_puzzle_loop(void) { s32 i; UNUSED struct Object *sp28; struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (!network_sync_object_initialized(o)) { struct SyncObject *so = network_init_object(o, SYNC_DISTANCE_ONLY_EVENTS); diff --git a/src/game/behaviors/bubba.inc.c b/src/game/behaviors/bubba.inc.c index e8a4dd509..cfba4665a 100644 --- a/src/game/behaviors/bubba.inc.c +++ b/src/game/behaviors/bubba.inc.c @@ -14,8 +14,8 @@ static struct ObjectHitbox sBubbaHitbox = { void bubba_act_0(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); f32 sp24; @@ -126,8 +126,8 @@ void bhv_bubba_loop(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); UNUSED s32 unused; diff --git a/src/game/behaviors/bullet_bill.inc.c b/src/game/behaviors/bullet_bill.inc.c index ab97d2e29..880805b6e 100644 --- a/src/game/behaviors/bullet_bill.inc.c +++ b/src/game/behaviors/bullet_bill.inc.c @@ -28,8 +28,8 @@ void bullet_bill_act_0(void) { void bullet_bill_act_1(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s16 sp1E = abs_angle_diff(angleToPlayer, o->oMoveAngleYaw); if (sp1E < 0x2000 && 400.0f < distanceToPlayer && distanceToPlayer < 1500.0f) @@ -38,8 +38,8 @@ void bullet_bill_act_1(void) { void bullet_bill_act_2(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); if (o->oTimer < 40) o->oForwardVel = 3.0f; diff --git a/src/game/behaviors/cannon.inc.c b/src/game/behaviors/cannon.inc.c index 12bfc5e0a..af55ee542 100644 --- a/src/game/behaviors/cannon.inc.c +++ b/src/game/behaviors/cannon.inc.c @@ -176,7 +176,7 @@ static void bhv_cannon_base_sanity_check(void) { if (o->oCannonPlayerIndex == 0) { inUse = (gMarioStates[0].action == ACT_IN_CANNON && gMarioStates[0].interactObj == o); } else { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].action == ACT_IN_CANNON && gMarioStates[i].interactObj == o) { inUse = TRUE; diff --git a/src/game/behaviors/castle_floor_trap.inc.c b/src/game/behaviors/castle_floor_trap.inc.c index 215201052..c4d3c5a1c 100644 --- a/src/game/behaviors/castle_floor_trap.inc.c +++ b/src/game/behaviors/castle_floor_trap.inc.c @@ -2,7 +2,7 @@ void bhv_floor_trap_in_castle_loop(void) { u8 onPlatform = FALSE; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } onPlatform = onPlatform || (gMarioStates[i].marioObj->platform == o); } @@ -43,7 +43,7 @@ void bhv_castle_floor_trap_open(void) { void bhv_castle_floor_trap_close_detect(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (distanceToPlayer > 1000.0f) o->oAction = 3; // close trapdoor } diff --git a/src/game/behaviors/chuckya.inc.c b/src/game/behaviors/chuckya.inc.c index 5b75522c3..589dcd052 100644 --- a/src/game/behaviors/chuckya.inc.c +++ b/src/game/behaviors/chuckya.inc.c @@ -1,7 +1,7 @@ // chuckya.c.inc void common_anchor_mario_behavior(f32 sp28, f32 sp2C, s32 sp30) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } struct MarioState* marioState = &gMarioStates[i]; struct Object* player = marioState->marioObj; @@ -39,8 +39,8 @@ void bhv_chuckya_anchor_mario_loop(void) { s32 unknown_chuckya_function(s32 sp20, f32 sp24, f32 sp28, s32 sp2C) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s32 sp1C = 0; if (o->oChuckyaUnkF8 != 4) { if (sp24 < cur_obj_lateral_dist_from_mario_to_home()) { @@ -82,7 +82,7 @@ s32 approach_forward_vel(f32 *arr, f32 spC, f32 sp10) { void chuckya_act_0(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s32 sp3C = 0; UNUSED u8 pad[16]; s32 sp28; diff --git a/src/game/behaviors/cloud.inc.c b/src/game/behaviors/cloud.inc.c index 4a5044bbf..7903b0435 100644 --- a/src/game/behaviors/cloud.inc.c +++ b/src/game/behaviors/cloud.inc.c @@ -67,7 +67,7 @@ static void cloud_fwoosh_update(void) { } struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (o->oCloudBlowing) { o->header.gfx.scale[0] += o->oCloudGrowSpeed; diff --git a/src/game/behaviors/coffin.inc.c b/src/game/behaviors/coffin.inc.c index 1f3757754..ce2014e87 100644 --- a/src/game/behaviors/coffin.inc.c +++ b/src/game/behaviors/coffin.inc.c @@ -95,7 +95,7 @@ void coffin_act_idle(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); dx = player->oPosX - o->oPosX; dz = player->oPosZ - o->oPosZ; diff --git a/src/game/behaviors/controllable_platform.inc.c b/src/game/behaviors/controllable_platform.inc.c index f010d3386..448541bee 100644 --- a/src/game/behaviors/controllable_platform.inc.c +++ b/src/game/behaviors/controllable_platform.inc.c @@ -101,7 +101,7 @@ void bhv_controllable_platform_init(void) { network_init_object_field(o, &o->oControllablePlatformUnk100); network_init_object_field(o, &o->oFaceAnglePitch); network_init_object_field(o, &o->oFaceAngleRoll); - for (int i = 0; i < 4; i++) { + for (s32 i = 0; i < 4; i++) { if (controllablePlatformSubs[i] == NULL) { continue; } network_init_object_field(o, &controllablePlatformSubs[i]->oAction); network_init_object_field(o, &controllablePlatformSubs[i]->oPrevAction); @@ -178,7 +178,7 @@ void controllable_platform_tilt_from_mario(void) { f32 x = 0; f32 z = 0; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (gMarioStates[i].marioObj->platform == o || gMarioStates[i].marioObj->platform == cur_obj_nearest_object_with_behavior(bhvControllablePlatformSub)) { x += gMarioStates[i].pos[0]; z += gMarioStates[i].pos[2]; @@ -277,7 +277,7 @@ void bhv_controllable_platform_loop(void) { o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE; D_80331694 = 0; o->oTimer = 0; - for (int i = 0; i < 4; i++) { + for (s32 i = 0; i < 4; i++) { controllablePlatformSubs[i]->oParentRelativePosY = 51.0f; controllablePlatformSubs[i]->oAction = 0; controllablePlatformSubs[i]->oTimer = 0; diff --git a/src/game/behaviors/donut_platform.inc.c b/src/game/behaviors/donut_platform.inc.c index 5e807ca29..ba305685e 100644 --- a/src/game/behaviors/donut_platform.inc.c +++ b/src/game/behaviors/donut_platform.inc.c @@ -36,7 +36,7 @@ void bhv_donut_platform_update(void) { } struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (o->oAction == 2) { cur_obj_set_pos_to_home(); diff --git a/src/game/behaviors/dorrie.inc.c b/src/game/behaviors/dorrie.inc.c index 5605680d8..2598cfe10 100644 --- a/src/game/behaviors/dorrie.inc.c +++ b/src/game/behaviors/dorrie.inc.c @@ -16,7 +16,7 @@ void dorrie_raise_head(void) { xzDisp = 440.0f * (coss(o->oDorrieNeckAngle) - coss(startAngle)); yDisp = 440.0f * (sins(o->oDorrieNeckAngle) - sins(startAngle)); - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (!dorrieLiftingPlayer[i]) { continue; } struct Object* player = gMarioStates[i].marioObj; @@ -46,7 +46,7 @@ void dorrie_act_move(void) { } else { u8 anyPlayerOnPlatform = FALSE; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } struct Object* player = gMarioStates[i].marioObj; if (player->platform != o) { continue; } @@ -88,7 +88,7 @@ static u8 dorrie_act_lower_head_continue_dialog(void) { } void dorrie_act_lower_head(void) { - int distanceToLocalPlayer = dist_between_objects(o, gMarioStates[0].marioObj); + s32 distanceToLocalPlayer = dist_between_objects(o, gMarioStates[0].marioObj); if (cur_obj_init_anim_check_frame(2, 35)) { cur_obj_reverse_animation(); @@ -131,13 +131,13 @@ void dorrie_act_raise_head(void) { o->collisionData = segmented_to_virtual(dorrie_seg6_collision_0600F644); if (cur_obj_check_if_near_animation_end()) { o->oAction = DORRIE_ACT_MOVE; - for (int i = 0; i < MAX_PLAYERS; i++) { dorrieLiftingPlayer[i] = FALSE; } + for (s32 i = 0; i < MAX_PLAYERS; i++) { dorrieLiftingPlayer[i] = FALSE; } } else if (o->oDorrieLiftingMario && o->header.gfx.animInfo.animFrame < 74) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].marioObj->platform != o) { continue; } - int dist = dist_between_objects(o, gMarioStates[0].marioObj); + s32 dist = dist_between_objects(o, gMarioStates[0].marioObj); if (dist <= 780.0f) { continue; } dorrieLiftingPlayer[i] = TRUE; } @@ -159,11 +159,11 @@ void dorrie_act_raise_head(void) { void bhv_dorrie_update(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); if (!network_sync_object_initialized(o)) { - for (int i = 0; i < MAX_PLAYERS; i++) { dorrieLiftingPlayer[i] = FALSE; } + for (s32 i = 0; i < MAX_PLAYERS; i++) { dorrieLiftingPlayer[i] = FALSE; } struct SyncObject* so = network_init_object(o, 4000.0f); if (so) { so->ignore_if_true = bhv_dorrie_ignore_if_true; diff --git a/src/game/behaviors/drawbridge.inc.c b/src/game/behaviors/drawbridge.inc.c index 3cd183b0c..e306383da 100644 --- a/src/game/behaviors/drawbridge.inc.c +++ b/src/game/behaviors/drawbridge.inc.c @@ -19,7 +19,7 @@ void bhv_lll_drawbridge_spawner_init(void) { if (!network_sync_object_initialized(o)) { network_init_object(o, 3000.0f); - for (int i = 0; i < 2; i++) { + for (s32 i = 0; i < 2; i++) { if (drawbridge[i] == NULL) { continue; } network_init_object_field(o, &drawbridge[i]->oFaceAngleRoll); network_init_object_field(o, &drawbridge[i]->oAction); diff --git a/src/game/behaviors/elevator.inc.c b/src/game/behaviors/elevator.inc.c index 1410ec063..80345f6cf 100644 --- a/src/game/behaviors/elevator.inc.c +++ b/src/game/behaviors/elevator.inc.c @@ -10,7 +10,7 @@ void elevator_act_0(void) { struct Object* player = marioState->marioObj; u8 onPlatform = FALSE; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } onPlatform = onPlatform || gMarioStates[i].marioObj->platform == o; } diff --git a/src/game/behaviors/enemy_lakitu.inc.c b/src/game/behaviors/enemy_lakitu.inc.c index ac1e3bc97..eb010a522 100644 --- a/src/game/behaviors/enemy_lakitu.inc.c +++ b/src/game/behaviors/enemy_lakitu.inc.c @@ -61,8 +61,8 @@ static void enemy_lakitu_update_vel_y(f32 offsetY) { static void enemy_lakitu_update_speed_and_angle(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); f32 minSpeed; s16 turnSpeed; @@ -102,8 +102,8 @@ static void enemy_lakitu_update_speed_and_angle(void) { static void enemy_lakitu_sub_act_no_spiny(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); treat_far_home_as_mario(2000.0f, &distanceToPlayer, &angleToPlayer); @@ -148,8 +148,8 @@ static void enemy_lakitu_sub_act_hold_spiny(void) { } struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); treat_far_home_as_mario(2000.0f, &distanceToPlayer, &angleToPlayer); @@ -217,7 +217,7 @@ static void enemy_lakitu_act_main(void) { } struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (distanceToPlayer <= o->oDrawingDistance) { cur_obj_move_standard(78); } diff --git a/src/game/behaviors/eyerok.inc.c b/src/game/behaviors/eyerok.inc.c index 867d06ea2..6b8668c16 100644 --- a/src/game/behaviors/eyerok.inc.c +++ b/src/game/behaviors/eyerok.inc.c @@ -62,7 +62,7 @@ void bhv_eyerok_boss_init(void) { network_init_object_field(o, &o->oEyerokBossUnk10C); network_init_object_field(o, &o->oEyerokBossUnk110); network_init_object_field(o, &o->oEyerokBossUnk1AC); - for (int i = 0; i < 2; i++) { + for (s32 i = 0; i < 2; i++) { network_init_object_field(o, &hands[i]->oPosX); network_init_object_field(o, &hands[i]->oPosY); network_init_object_field(o, &hands[i]->oPosZ); @@ -87,7 +87,7 @@ void bhv_eyerok_boss_init(void) { static void eyerok_boss_act_sleep(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (o->oTimer == 0) { } else if (distanceToPlayer < 500.0f) { cur_obj_play_sound_2(SOUND_OBJ_EYEROK_EXPLODE); @@ -243,7 +243,7 @@ void bhv_eyerok_boss_loop(void) { static s32 eyerok_hand_check_attacked(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); if (o->oEyerokReceivedAttack != 0 && abs_angle_diff(angleToPlayer, o->oFaceAngleYaw) < 0x3000) { cur_obj_play_sound_2(SOUND_OBJ2_EYEROK_SOUND_SHORT); @@ -302,7 +302,7 @@ static void eyerok_hand_act_sleep(void) { static void eyerok_hand_act_idle(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); cur_obj_init_animation_with_sound(2); if (o->parentObj->oAction == EYEROK_BOSS_ACT_FIGHT) { @@ -362,7 +362,7 @@ static void eyerok_hand_act_open(void) { static void eyerok_hand_act_show_eye(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); UNUSED s16 val06; cur_obj_init_animation_with_sound(5); @@ -487,7 +487,7 @@ static void eyerok_hand_act_retreat(void) { static void eyerok_hand_act_target_mario(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); if (eyerok_check_mario_relative_z(400) != 0 || o->oPosZ - player->oPosZ > 0.0f || o->oPosZ - o->parentObj->oPosZ > 1700.0f || absf(o->oPosX - o->parentObj->oPosX) > 900.0f || (o->oMoveFlags & OBJ_MOVE_HIT_WALL)) { @@ -504,8 +504,8 @@ static void eyerok_hand_act_target_mario(void) { static void eyerok_hand_act_smash(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s16 sp1E; if (o->oTimer > 20) { diff --git a/src/game/behaviors/falling_pillar.inc.c b/src/game/behaviors/falling_pillar.inc.c index fc75995dc..990b64b3c 100644 --- a/src/game/behaviors/falling_pillar.inc.c +++ b/src/game/behaviors/falling_pillar.inc.c @@ -61,7 +61,7 @@ s16 bhv_falling_pillar_calculate_angle_in_front_of_mario(void) { */ void bhv_falling_pillar_loop(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s16 angleInFrontOfMario; switch (o->oAction) { diff --git a/src/game/behaviors/fire_piranha_plant.inc.c b/src/game/behaviors/fire_piranha_plant.inc.c index 5e5334c5e..ad2273bed 100644 --- a/src/game/behaviors/fire_piranha_plant.inc.c +++ b/src/game/behaviors/fire_piranha_plant.inc.c @@ -53,8 +53,8 @@ void bhv_fire_piranha_plant_init(void) { static void fire_piranha_plant_act_hide(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); if (o->oFirePiranhaPlantDeathSpinTimer != 0) { o->oMoveAngleYaw += (s32) o->oFirePiranhaPlantDeathSpinVel; @@ -101,7 +101,7 @@ static void fire_piranha_plant_act_hide(void) { static void fire_piranha_plant_act_grow(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); cur_obj_init_anim_extend(4); diff --git a/src/game/behaviors/fire_spitter.inc.c b/src/game/behaviors/fire_spitter.inc.c index 7a3b612c2..1798ca248 100644 --- a/src/game/behaviors/fire_spitter.inc.c +++ b/src/game/behaviors/fire_spitter.inc.c @@ -1,7 +1,7 @@ static void fire_spitter_act_idle(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); approach_f32_ptr(&o->header.gfx.scale[0], 0.2f, 0.002f); if (o->oTimer > 150 && distanceToPlayer < 800.0f && !(o->oMoveFlags & OBJ_MOVE_MASK_IN_WATER)) { o->oAction = FIRE_SPITTER_ACT_SPIT_FIRE; @@ -13,7 +13,7 @@ static void fire_spitter_act_spit_fire(void) { s32 scaleStatus; struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); o->oMoveAngleYaw = angleToPlayer; diff --git a/src/game/behaviors/fish.inc.c b/src/game/behaviors/fish.inc.c index fb041859b..5fd7ea442 100644 --- a/src/game/behaviors/fish.inc.c +++ b/src/game/behaviors/fish.inc.c @@ -103,8 +103,8 @@ static void fish_vertical_roam(s32 speed) { */ static void fish_act_roam(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); f32 fishY = o->oPosY - player->oPosY; @@ -161,8 +161,8 @@ static void fish_act_roam(void) { */ static void fish_act_flee(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); f32 fishY = o->oPosY - gMarioObject->oPosY; UNUSED s32 distance; diff --git a/src/game/behaviors/flame.inc.c b/src/game/behaviors/flame.inc.c index 55d41b767..fabc12976 100644 --- a/src/game/behaviors/flame.inc.c +++ b/src/game/behaviors/flame.inc.c @@ -2,7 +2,7 @@ void bhv_small_piranha_flame_loop(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); if ((u16)(o->oBehParams >> 16) == 0) { if (o->oTimer > 0) { diff --git a/src/game/behaviors/flamethrower.inc.c b/src/game/behaviors/flamethrower.inc.c index 419d8e51b..76b1e8b71 100644 --- a/src/game/behaviors/flamethrower.inc.c +++ b/src/game/behaviors/flamethrower.inc.c @@ -42,7 +42,7 @@ void bhv_flamethrower_loop(void) { } struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); struct Object *flame; f32 flameVel; diff --git a/src/game/behaviors/floating_platform.inc.c b/src/game/behaviors/floating_platform.inc.c index 5a221ed92..af16b85d1 100644 --- a/src/game/behaviors/floating_platform.inc.c +++ b/src/game/behaviors/floating_platform.inc.c @@ -21,7 +21,7 @@ void floating_platform_act_0(void) { f32 x = 0; f32 z = 0; u8 playersTouched = 0; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].marioObj->platform == o) { x += gMarioStates[i].marioObj->oPosX; diff --git a/src/game/behaviors/fly_guy.inc.c b/src/game/behaviors/fly_guy.inc.c index f6f645f39..6d1225937 100644 --- a/src/game/behaviors/fly_guy.inc.c +++ b/src/game/behaviors/fly_guy.inc.c @@ -29,8 +29,8 @@ static s16 sFlyGuyJitterAmounts[] = { 0x1000, -0x2000, 0x2000 }; */ static void fly_guy_act_idle(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); treat_far_home_as_mario(2000.0f, &distanceToPlayer, &angleToPlayer); @@ -64,8 +64,8 @@ static void fly_guy_act_idle(void) { static void fly_guy_act_approach_mario(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); treat_far_home_as_mario(2000.0f, &distanceToPlayer, &angleToPlayer); @@ -148,7 +148,7 @@ static void fly_guy_act_lunge(void) { static void fly_guy_act_shoot_fire(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); treat_far_home_as_mario(2000.0f, NULL, &angleToPlayer); diff --git a/src/game/behaviors/flying_bookend_switch.inc.c b/src/game/behaviors/flying_bookend_switch.inc.c index 1ae3bacbc..21327c0a4 100644 --- a/src/game/behaviors/flying_bookend_switch.inc.c +++ b/src/game/behaviors/flying_bookend_switch.inc.c @@ -71,7 +71,7 @@ void flying_bookend_act_1(void) { void flying_bookend_act_2(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); cur_obj_init_animation_with_sound(1); cur_obj_update_floor_and_walls(); @@ -321,7 +321,7 @@ void bhv_book_switch_loop(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); o->header.gfx.scale[0] = 2.0f; o->header.gfx.scale[1] = 0.9f; diff --git a/src/game/behaviors/goomba.inc.c b/src/game/behaviors/goomba.inc.c index baaf17732..d9fc845b2 100644 --- a/src/game/behaviors/goomba.inc.c +++ b/src/game/behaviors/goomba.inc.c @@ -172,8 +172,8 @@ static void goomba_act_walk(void) { o->oGoombaTurningAwayFromWall = obj_resolve_collisions_and_turn(o->oGoombaTargetYaw, 0x200); } else { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); treat_far_home_as_mario(1000.0f, &distanceToPlayer, &angleToPlayer); // If far from home, walk toward home. @@ -234,7 +234,7 @@ static void goomba_act_attacked_mario(void) { //! This can happen even when the goomba is already in the air. It's // hard to chain these in practice struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); goomba_begin_jump(); o->oGoombaTargetYaw = angleToPlayer; o->oGoombaTurningAwayFromWall = FALSE; diff --git a/src/game/behaviors/haunted_chair.inc.c b/src/game/behaviors/haunted_chair.inc.c index db1530008..5f89e1937 100644 --- a/src/game/behaviors/haunted_chair.inc.c +++ b/src/game/behaviors/haunted_chair.inc.c @@ -39,7 +39,7 @@ void haunted_chair_act_0(void) { s16 val0E; struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (o->parentObj != o) { if (o->oHauntedChairUnk104 == 0) { @@ -111,7 +111,7 @@ void haunted_chair_act_1(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); if (o->oTimer < 70) { if (o->oTimer < 50) { diff --git a/src/game/behaviors/heave_ho.inc.c b/src/game/behaviors/heave_ho.inc.c index 8d8da3a5a..549fd85c7 100644 --- a/src/game/behaviors/heave_ho.inc.c +++ b/src/game/behaviors/heave_ho.inc.c @@ -47,7 +47,7 @@ void heave_ho_act_1(void) { void heave_ho_act_2(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); UNUSED s32 unused; s16 angleVel; diff --git a/src/game/behaviors/king_bobomb.inc.c b/src/game/behaviors/king_bobomb.inc.c index 9b4a96029..8eddd3954 100644 --- a/src/game/behaviors/king_bobomb.inc.c +++ b/src/game/behaviors/king_bobomb.inc.c @@ -5,7 +5,7 @@ struct MarioState* king_bobomb_nearest_mario_state() { f32 nearestDist = 0; u8 checkActive = TRUE; do { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (checkActive && !is_player_active(&gMarioStates[i])) { continue; } float ydiff = (o->oPosY - gMarioStates[i].marioObj->oPosY); if (ydiff >= 1200) { continue; } @@ -96,7 +96,7 @@ void king_bobomb_act_2(void) { o->oForwardVel = 3.0f; struct MarioState* marioState = king_bobomb_nearest_mario_state(); if (marioState != NULL) { - int angleToPlayer = obj_angle_to_object(o, marioState->marioObj); + s32 angleToPlayer = obj_angle_to_object(o, marioState->marioObj); cur_obj_rotate_yaw_toward(angleToPlayer, 0x100); } } else { @@ -204,7 +204,7 @@ void king_bobomb_act_6(void) { cur_obj_init_animation_with_sound(11); struct MarioState* marioState = king_bobomb_nearest_mario_state(); if (marioState != NULL) { - int angleToPlayer = obj_angle_to_object(o, marioState->marioObj); + s32 angleToPlayer = obj_angle_to_object(o, marioState->marioObj); if (cur_obj_rotate_yaw_toward(angleToPlayer, 0x800) == 1) { o->oAction = 2; } @@ -362,7 +362,7 @@ void king_bobomb_move(void) { cur_obj_move_using_fvel_and_gravity(); cur_obj_call_action_function(sKingBobombActions); exec_anim_sound_state(sKingBobombSoundStates); - int distanceToPlayer = dist_between_objects(o, gMarioStates[0].marioObj); + s32 distanceToPlayer = dist_between_objects(o, gMarioStates[0].marioObj); if (distanceToPlayer < 5000.0f * draw_distance_scalar()) cur_obj_enable_rendering(); else diff --git a/src/game/behaviors/koopa.inc.c b/src/game/behaviors/koopa.inc.c index 77385e0ca..29668abfc 100644 --- a/src/game/behaviors/koopa.inc.c +++ b/src/game/behaviors/koopa.inc.c @@ -176,8 +176,8 @@ static void koopa_play_footstep_sound(s8 animFrame1, s8 animFrame2) { * running away. */ static s32 koopa_check_run_from_mario(void) { - int distanceToPlayer = o->oDistanceToMario; - int angleToPlayer = o->oAngleToMario; + s32 distanceToPlayer = o->oDistanceToMario; + s32 angleToPlayer = o->oAngleToMario; if (distanceToPlayer < 300.0f && abs_angle_diff(angleToPlayer, o->oMoveAngleYaw) < 0x3000) { o->oAction = KOOPA_SHELLED_ACT_RUN_FROM_MARIO; return TRUE; @@ -242,8 +242,8 @@ static void koopa_shelled_act_walk(void) { if (o->oKoopaTurningAwayFromWall) { o->oKoopaTurningAwayFromWall = obj_resolve_collisions_and_turn(o->oKoopaTargetYaw, 0x200); } else { - int distanceToPlayer = o->oDistanceToMario; - int angleToPlayer = o->oAngleToMario; + s32 distanceToPlayer = o->oDistanceToMario; + s32 angleToPlayer = o->oAngleToMario; // If far from home, then begin turning toward home if (distanceToPlayer >= 25000.0f) { o->oKoopaTargetYaw = angleToPlayer; @@ -276,8 +276,8 @@ static void koopa_shelled_act_run_from_mario(void) { cur_obj_init_animation_with_sound(1); koopa_play_footstep_sound(0, 11); - int distanceToPlayer = o->oDistanceToMario; - int angleToPlayer = o->oAngleToMario; + s32 distanceToPlayer = o->oDistanceToMario; + s32 angleToPlayer = o->oAngleToMario; // If far from home, run toward it if (distanceToPlayer >= 25000.0f) { @@ -343,7 +343,7 @@ void shelled_koopa_attack_handler(s32 attackType) { // If attacked from the side, get knocked away from mario if (attackType != ATTACK_FROM_ABOVE && attackType != ATTACK_GROUND_POUND_OR_TWIRL) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); o->oMoveAngleYaw = angleToPlayer; } @@ -422,8 +422,8 @@ static void koopa_shelled_update(void) { * action. */ static void koopa_unshelled_act_run(void) { - int distanceToPlayer = o->oDistanceToMario; - int angleToPlayer = o->oAngleToMario; + s32 distanceToPlayer = o->oDistanceToMario; + s32 angleToPlayer = o->oAngleToMario; f32 distToShell = 99999.0f; struct Object *shell; @@ -494,7 +494,7 @@ static void koopa_unshelled_act_dive(void) { if (o->oTimer > 10) { shell = cur_obj_find_nearest_object_with_behavior(bhvKoopaShell, &distToShell); - int distanceToPlayer = o->oDistanceToMario; + s32 distanceToPlayer = o->oDistanceToMario; // If we got the shell and mario didn't, put on the shell //! The shell comes after koopa in processing order, and the shell is @@ -731,7 +731,7 @@ static void koopa_the_quick_act_race(void) { koopa_the_quick_animate_footsteps(); struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (o->parentObj->oKoopaRaceEndpointRaceStatus != 0 && distanceToPlayer > 1500.0f && (o->oPathedPrevWaypointFlags & WAYPOINT_MASK_00FF) < 28) { @@ -924,8 +924,8 @@ void bhv_koopa_update(void) { koopa_the_quick_update(); } else if (obj_update_standard_actions(o->oKoopaAgility * 1.5f)) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); o->oKoopaDistanceToMario = distanceToPlayer; o->oKoopaAngleToMario = angleToPlayer; @@ -959,7 +959,7 @@ void bhv_koopa_update(void) { void bhv_koopa_race_endpoint_update(void) { if (o->oKoopaRaceEndpointRaceBegun && !o->oKoopaRaceEndpointRaceEnded) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (o->oKoopaRaceEndpointKoopaFinished || distanceToPlayer < 400.0f) { o->oKoopaRaceEndpointRaceEnded = TRUE; level_control_timer(TIMER_CONTROL_STOP); diff --git a/src/game/behaviors/mad_piano.inc.c b/src/game/behaviors/mad_piano.inc.c index 51befa5d9..9fb016408 100644 --- a/src/game/behaviors/mad_piano.inc.c +++ b/src/game/behaviors/mad_piano.inc.c @@ -16,7 +16,7 @@ static void mad_piano_act_wait(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (distanceToPlayer < 500.0f) { if (o->oTimer > 20) { @@ -39,8 +39,8 @@ static void mad_piano_act_attack(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); if (distanceToPlayer < 500.0f) { o->oTimer = 0; diff --git a/src/game/behaviors/moneybag.inc.c b/src/game/behaviors/moneybag.inc.c index c4ffd54e0..d6d3b66d9 100644 --- a/src/game/behaviors/moneybag.inc.c +++ b/src/game/behaviors/moneybag.inc.c @@ -41,7 +41,7 @@ void bhv_moneybag_init(void) { void moneybag_check_mario_collision(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); obj_set_hitbox(o, &sMoneybagHitbox); diff --git a/src/game/behaviors/monty_mole.inc.c b/src/game/behaviors/monty_mole.inc.c index fdd04a976..7ef4cea23 100644 --- a/src/game/behaviors/monty_mole.inc.c +++ b/src/game/behaviors/monty_mole.inc.c @@ -59,7 +59,7 @@ static struct Object *link_objects_with_behavior(const BehaviorScript *behavior) */ static struct Object *monty_mole_select_available_hole(f32 minDistToMario) { struct Object* player; - int distanceToPlayer; + s32 distanceToPlayer; struct Object *hole = sMontyMoleHoleList; s32 numAvailableHoles = 0; @@ -218,13 +218,13 @@ static void monty_mole_act_select_hole(void) { o->oPosZ = o->oMontyMoleCurrentHole->oPosZ; struct Object* holePlayer = nearest_player_to_object(o->oMontyMoleCurrentHole); - int angleToHolePlayer = obj_angle_to_object(o->oMontyMoleCurrentHole, holePlayer); + s32 angleToHolePlayer = obj_angle_to_object(o->oMontyMoleCurrentHole, holePlayer); o->oFaceAnglePitch = 0; o->oMoveAngleYaw = angleToHolePlayer; struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (distanceToPlayer > 500.0f || minDistToMario > 100.0f || random_sign() < 0) { o->oAction = MONTY_MOLE_ACT_RISE_FROM_HOLE; @@ -267,7 +267,7 @@ static void monty_mole_act_rise_from_hole(void) { */ static void monty_mole_act_spawn_rock(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); struct Object *rock; @@ -489,7 +489,7 @@ static void monty_mole_rock_act_held(void) { if (o->parentObj == NULL || o->parentObj->prevObj == NULL) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (distanceToPlayer > 600.0f) { distanceToPlayer = 600.0f; } diff --git a/src/game/behaviors/moving_coin.inc.c b/src/game/behaviors/moving_coin.inc.c index 8a57205a7..df6abc9e2 100644 --- a/src/game/behaviors/moving_coin.inc.c +++ b/src/game/behaviors/moving_coin.inc.c @@ -146,7 +146,7 @@ void bhv_blue_coin_sliding_jumping_init(void) { void blue_coin_sliding_away_from_mario(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s16 collisionFlags; diff --git a/src/game/behaviors/mr_blizzard.inc.c b/src/game/behaviors/mr_blizzard.inc.c index 52d6e2dcb..1ae673057 100644 --- a/src/game/behaviors/mr_blizzard.inc.c +++ b/src/game/behaviors/mr_blizzard.inc.c @@ -108,8 +108,8 @@ static void mr_blizzard_act_spawn_snowball(void) { static void mr_blizzard_act_hide_unhide(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); if (distanceToPlayer < 1000.0f) { // If Mario is in range, move to rising action, make Mr. Blizzard visible, @@ -164,8 +164,8 @@ static void mr_blizzard_act_rise_from_ground(void) { static void mr_blizzard_act_rotate(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s16 angleDiff; f32 prevDizziness; @@ -233,7 +233,7 @@ static void mr_blizzard_act_rotate(void) { static void mr_blizzard_act_death(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); cur_obj_become_intangible(); struct Object *cap; @@ -341,7 +341,7 @@ static void mr_blizzard_act_burrow(void) { static void mr_blizzard_act_jump(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (o->oMrBlizzardTimer != 0) { cur_obj_rotate_yaw_toward(o->oMrBlizzardTargetMoveYaw, 3400); @@ -449,7 +449,7 @@ static void mr_blizzard_snowball_act_0(void) { static void mr_blizzard_snowball_act_1(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); f32 marioDist; diff --git a/src/game/behaviors/mr_i.inc.c b/src/game/behaviors/mr_i.inc.c index 86204b95d..1cc8ce787 100644 --- a/src/game/behaviors/mr_i.inc.c +++ b/src/game/behaviors/mr_i.inc.c @@ -132,7 +132,7 @@ void mr_i_act_3(void) { void mr_i_act_2(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); s16 sp1E; s16 sp1C; sp1E = o->oMoveAngleYaw; @@ -195,7 +195,7 @@ void mr_i_act_2(void) { void mr_i_act_1(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); s16 sp1E; s16 sp1C; s16 sp1A; @@ -238,7 +238,7 @@ void mr_i_act_1(void) { void mr_i_act_0(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); #ifndef VERSION_JP obj_set_angle(o, 0, 0, 0); @@ -277,7 +277,7 @@ void bhv_mr_i_loop(void) { } struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); obj_set_hitbox(o, &sMrIHitbox); cur_obj_call_action_function(sMrIActions); diff --git a/src/game/behaviors/mushroom_1up.inc.c b/src/game/behaviors/mushroom_1up.inc.c index 90f46bf3e..784030c7f 100644 --- a/src/game/behaviors/mushroom_1up.inc.c +++ b/src/game/behaviors/mushroom_1up.inc.c @@ -60,7 +60,7 @@ void pole_1up_move_towards_mario(void) { void one_up_move_away_from_mario(s16 sp1A) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); o->oForwardVel = 8.0f; o->oMoveAngleYaw = angleToPlayer + 0x8000; @@ -378,7 +378,7 @@ void bhv_1up_hidden_in_pole_spawner_loop(void) { } struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (player == gMarioStates[0].marioObj && distanceToPlayer < 700) { struct Object* spawn_objects[3]; u32 models[3]; @@ -391,7 +391,7 @@ void bhv_1up_hidden_in_pole_spawner_loop(void) { models[1 + sp2F] = MODEL_NONE; } - for (int i = 0; i < 3; i++) { + for (s32 i = 0; i < 3; i++) { if (spawn_objects[i] == NULL) { continue; } spawn_objects[i]->parentObj = spawn_objects[i]; network_set_sync_id(spawn_objects[i]); diff --git a/src/game/behaviors/piranha_bubbles.inc.c b/src/game/behaviors/piranha_bubbles.inc.c index f6fcbe883..f1d8dad1d 100644 --- a/src/game/behaviors/piranha_bubbles.inc.c +++ b/src/game/behaviors/piranha_bubbles.inc.c @@ -40,7 +40,7 @@ void bhv_piranha_plant_bubble_loop(void) { cur_obj_set_pos_relative(parent, 0, 72.0f, 180.0f); struct Object* parentPlayer = nearest_player_to_object(parent); - int distanceToParentPlayer = dist_between_objects(parent, parentPlayer); + s32 distanceToParentPlayer = dist_between_objects(parent, parentPlayer); switch (o->oAction) { case PIRANHA_PLANT_BUBBLE_ACT_IDLE: diff --git a/src/game/behaviors/piranha_plant.inc.c b/src/game/behaviors/piranha_plant.inc.c index 07030ebb3..656422a66 100644 --- a/src/game/behaviors/piranha_plant.inc.c +++ b/src/game/behaviors/piranha_plant.inc.c @@ -23,7 +23,7 @@ void piranha_plant_act_idle(void) { #endif struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (distanceToPlayer < 1200.0f) { o->oAction = PIRANHA_PLANT_ACT_SLEEPING; if (network_owns_object(o)) { network_send_object(o); } @@ -91,7 +91,7 @@ void piranha_plant_act_sleeping(void) { #endif struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (distanceToPlayer < 400.0f) { if (mario_moving_fast_enough_to_make_piranha_plant_bite()) { o->oAction = PIRANHA_PLANT_ACT_WOKEN_UP; @@ -209,7 +209,7 @@ void piranha_plant_act_shrink_and_die(void) { */ void piranha_plant_act_wait_to_respawn(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (distanceToPlayer > 1200.0f) { o->oAction = PIRANHA_PLANT_ACT_RESPAWN; if (network_owns_object(o)) { network_send_object(o); } @@ -257,8 +257,8 @@ static s8 sPiranhaPlantBiteSoundFrames[] = { 12, 28, 50, 64, -1 }; void piranha_plant_act_biting(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s32 frame = o->header.gfx.animInfo.animFrame; @@ -313,7 +313,7 @@ s32 mario_moving_fast_enough_to_make_piranha_plant_bite(void) { */ void piranha_plant_act_stopped_biting(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); cur_obj_become_intangible(); cur_obj_init_animation_with_sound(6); diff --git a/src/game/behaviors/platform_on_track.inc.c b/src/game/behaviors/platform_on_track.inc.c index d53035549..38f4afd03 100644 --- a/src/game/behaviors/platform_on_track.inc.c +++ b/src/game/behaviors/platform_on_track.inc.c @@ -280,7 +280,7 @@ static void platform_on_track_rock_ski_lift(void) { o->oFaceAngleRoll += (s32) o->oPlatformOnTrackSkiLiftRollVel; struct Object* player = NULL; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].marioObj->platform != o) { continue; } player = gMarioStates[i].marioObj; @@ -289,8 +289,8 @@ static void platform_on_track_rock_ski_lift(void) { // Tilt away from the moving direction and toward mario if (player != NULL) { - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); targetRoll = o->oForwardVel * sins(o->oMoveAngleYaw) * -50.0f + (s32)(distanceToPlayer * sins(angleToPlayer - o->oFaceAngleYaw) * -4.0f); } diff --git a/src/game/behaviors/pokey.inc.c b/src/game/behaviors/pokey.inc.c index 2fb6573c1..059babddc 100644 --- a/src/game/behaviors/pokey.inc.c +++ b/src/game/behaviors/pokey.inc.c @@ -213,8 +213,8 @@ static void pokey_act_uninitialized(void) { */ static void pokey_act_wander(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s32 targetAngleOffset; struct Object *bodyPart; diff --git a/src/game/behaviors/purple_switch.inc.c b/src/game/behaviors/purple_switch.inc.c index d22c487e9..131261312 100644 --- a/src/game/behaviors/purple_switch.inc.c +++ b/src/game/behaviors/purple_switch.inc.c @@ -14,7 +14,7 @@ void bhv_purple_switch_loop(void) { } u8 anyPlayerOnPlatform = FALSE; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].marioObj->platform == o) { anyPlayerOnPlatform = TRUE; diff --git a/src/game/behaviors/racing_penguin.inc.c b/src/game/behaviors/racing_penguin.inc.c index b07879a40..4f7f22c05 100644 --- a/src/game/behaviors/racing_penguin.inc.c +++ b/src/game/behaviors/racing_penguin.inc.c @@ -183,7 +183,7 @@ static void racing_penguin_act_race(void) { // fact that one player can fall off while the other player completes the // race. /*u8 isInAir = FALSE; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } isInAir = isInAir || mario_is_in_air_action(&gMarioStates[i]); } @@ -290,7 +290,7 @@ void bhv_racing_penguin_update(void) { void bhv_penguin_race_finish_line_update(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (o->parentObj->oRacingPenguinReachedBottom || (distanceToPlayer < 1000.0f && player->oPosZ - o->oPosZ < 0.0f)) { @@ -303,7 +303,7 @@ void bhv_penguin_race_finish_line_update(void) { void bhv_penguin_race_shortcut_check_update(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (distanceToPlayer < 500.0f && !o->parentObj->oRacingPenguinMarioCheated) { o->parentObj->oRacingPenguinMarioCheated = TRUE; network_send_object(o->parentObj); diff --git a/src/game/behaviors/recovery_heart.inc.c b/src/game/behaviors/recovery_heart.inc.c index 7854ecada..08feda480 100644 --- a/src/game/behaviors/recovery_heart.inc.c +++ b/src/game/behaviors/recovery_heart.inc.c @@ -15,7 +15,7 @@ void bhv_recovery_heart_loop(void) { u8 collided = FALSE; obj_set_hitbox(o, &sRecoveryHeartHitbox); - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (obj_check_if_collided_with_object(o, gMarioStates[i].marioObj)) { collided = TRUE; } } @@ -40,7 +40,7 @@ void bhv_recovery_heart_loop(void) { if ((o->oSpinningHeartTotalSpin += o->oAngleVelYaw) >= 0x10000) { struct MarioState* nearestState = nearest_mario_state_to_object(o); - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (&gMarioStates[i] == nearestState || dist_between_objects(o, gMarioStates[i].marioObj) < 1000) { gMarioStates[i].healCounter += 4; diff --git a/src/game/behaviors/rolling_log.inc.c b/src/game/behaviors/rolling_log.inc.c index 121b79826..b51c3615e 100644 --- a/src/game/behaviors/rolling_log.inc.c +++ b/src/game/behaviors/rolling_log.inc.c @@ -42,7 +42,7 @@ void rolling_log_roll_log(void) { f32 z = 0; u8 playersTouched = 0; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } struct Object* player = gMarioStates[i].marioObj; if (player->platform != o) { continue; } diff --git a/src/game/behaviors/skeeter.inc.c b/src/game/behaviors/skeeter.inc.c index 7aae41dcc..4d384feee 100644 --- a/src/game/behaviors/skeeter.inc.c +++ b/src/game/behaviors/skeeter.inc.c @@ -61,8 +61,8 @@ static void skeeter_act_idle(void) { } static void skeeter_act_lunge(void) { - int distanceToPlayer = o->oDistanceToMario; - int angleToPlayer = o->oAngleToMario; + s32 distanceToPlayer = o->oDistanceToMario; + s32 angleToPlayer = o->oAngleToMario; if (!(o->oMoveFlags & OBJ_MOVE_AT_WATER_SURFACE)) { o->oAction = SKEETER_ACT_IDLE; @@ -93,8 +93,8 @@ static void skeeter_act_lunge(void) { } static void skeeter_act_walk(void) { - int distanceToPlayer = o->oDistanceToMario; - int angleToPlayer = o->oAngleToMario; + s32 distanceToPlayer = o->oDistanceToMario; + s32 angleToPlayer = o->oAngleToMario; f32 sp24; @@ -156,8 +156,8 @@ void bhv_skeeter_update(void) { o->oDeathSound = SOUND_OBJ_SNUFIT_SKEETER_DEATH; struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); treat_far_home_as_mario(1000.0f, &distanceToPlayer, &angleToPlayer); o->oDistanceToMario = distanceToPlayer; o->oAngleToMario = angleToPlayer; diff --git a/src/game/behaviors/snowman.inc.c b/src/game/behaviors/snowman.inc.c index 6d68fec8c..f1bd20ff2 100644 --- a/src/game/behaviors/snowman.inc.c +++ b/src/game/behaviors/snowman.inc.c @@ -56,7 +56,7 @@ void adjust_rolling_face_pitch(f32 f12) { void snowmans_bottom_act_1(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); UNUSED s16 sp26; s32 sp20 = 0; diff --git a/src/game/behaviors/snufit.inc.c b/src/game/behaviors/snufit.inc.c index 5e2d000c5..6b26a7f94 100644 --- a/src/game/behaviors/snufit.inc.c +++ b/src/game/behaviors/snufit.inc.c @@ -72,7 +72,7 @@ Gfx *geo_snufit_scale_body(s32 callContext, struct GraphNode *node, UNUSED Mat4 */ void snufit_act_idle(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); s32 marioDist; // This line would could cause a crash in certain PU situations, @@ -148,8 +148,8 @@ void bhv_snufit_loop(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); // Only update if Mario is in the current room. if (!(o->activeFlags & ACTIVE_FLAG_IN_DIFFERENT_ROOM)) { diff --git a/src/game/behaviors/sparkle_spawn_star.inc.c b/src/game/behaviors/sparkle_spawn_star.inc.c index 4e0da912f..cd23a647b 100644 --- a/src/game/behaviors/sparkle_spawn_star.inc.c +++ b/src/game/behaviors/sparkle_spawn_star.inc.c @@ -144,7 +144,7 @@ void bhv_spawned_star_loop(void) { void bhv_spawn_star_no_level_exit(struct Object* object, u32 params, u8 networkSendEvent) { // de-duplication checking - for (int i = 0; i < gSpawnedStarNLECount; i++) { + for (s32 i = 0; i < gSpawnedStarNLECount; i++) { if (gSpawnedStarNLE[i] == params) { return; } } if (gSpawnedStarNLECount < 8) { diff --git a/src/game/behaviors/spawn_star.inc.c b/src/game/behaviors/spawn_star.inc.c index fee946aa0..a9be9d53a 100644 --- a/src/game/behaviors/spawn_star.inc.c +++ b/src/game/behaviors/spawn_star.inc.c @@ -129,7 +129,7 @@ struct Object *spawn_star(struct Object *obj, f32 x, f32 y, f32 z) { } static u8 spawn_star_deduplication(u32* array, u8* count, u32 behParams) { - for (int i = 0; i < *count; i++) { + for (s32 i = 0; i < *count; i++) { if (array[i] == behParams) { return TRUE; } } if (*count < 8) { diff --git a/src/game/behaviors/spindrift.inc.c b/src/game/behaviors/spindrift.inc.c index d51269d1c..dae96728f 100644 --- a/src/game/behaviors/spindrift.inc.c +++ b/src/game/behaviors/spindrift.inc.c @@ -19,8 +19,8 @@ void bhv_spindrift_loop(void) { } struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); o->activeFlags |= ACTIVE_FLAG_UNK10; if (cur_obj_set_hitbox_and_die_if_attacked(&sSpindriftHitbox, SOUND_OBJ_DYING_ENEMY1, 0)) diff --git a/src/game/behaviors/spiny.inc.c b/src/game/behaviors/spiny.inc.c index f948fe715..9f0685fd4 100644 --- a/src/game/behaviors/spiny.inc.c +++ b/src/game/behaviors/spiny.inc.c @@ -74,7 +74,7 @@ static void bhv_spiny_on_sent_pre(void) { */ static s32 spiny_check_active(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (o->parentObj == NULL || o->parentObj->behavior != bhvEnemyLakitu) { obj_mark_for_deletion(o); diff --git a/src/game/behaviors/square_platform_cycle.inc.c b/src/game/behaviors/square_platform_cycle.inc.c index caa67edb8..74537a575 100644 --- a/src/game/behaviors/square_platform_cycle.inc.c +++ b/src/game/behaviors/square_platform_cycle.inc.c @@ -14,7 +14,7 @@ void bhv_squarish_path_parent_init(void) { so->maxUpdateRate = 5.0f; } - for (int i = 0; i < 2; i++) { + for (s32 i = 0; i < 2; i++) { s16 action = (i == 0) ? 1 : 3; s16 offset = (i == 0) ? (-radius) : (radius); struct Object* square = spawn_object(o, MODEL_BITDW_SQUARE_PLATFORM, bhvSquarishPathMoving); diff --git a/src/game/behaviors/swoop.inc.c b/src/game/behaviors/swoop.inc.c index c2d93e112..e3af7f42d 100644 --- a/src/game/behaviors/swoop.inc.c +++ b/src/game/behaviors/swoop.inc.c @@ -25,8 +25,8 @@ static struct ObjectHitbox sSwoopHitbox = { */ static void swoop_act_idle(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); cur_obj_init_animation_with_sound(1); @@ -47,7 +47,7 @@ static void swoop_act_idle(void) { */ static void swoop_act_move(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); cur_obj_init_animation_with_accel_and_sound(0, 2.0f); if (cur_obj_check_if_near_animation_end()) { diff --git a/src/game/behaviors/thi_top.inc.c b/src/game/behaviors/thi_top.inc.c index 7ec86c0d4..03d135a46 100644 --- a/src/game/behaviors/thi_top.inc.c +++ b/src/game/behaviors/thi_top.inc.c @@ -26,7 +26,7 @@ void bhv_thi_tiny_island_top_loop(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (!(gTHIWaterDrained & 1)) { if (o->oAction == 0) { diff --git a/src/game/behaviors/thwomp.inc.c b/src/game/behaviors/thwomp.inc.c index 618a8a9ee..af5e28f4a 100644 --- a/src/game/behaviors/thwomp.inc.c +++ b/src/game/behaviors/thwomp.inc.c @@ -21,7 +21,7 @@ void grindel_thwomp_act_2(void) { void grindel_thwomp_act_3(void) { if (o->oTimer == 0) { - int distanceToPlayer = dist_between_objects(o, gMarioStates[0].marioObj); + s32 distanceToPlayer = dist_between_objects(o, gMarioStates[0].marioObj); if (distanceToPlayer < 1500.0f) { cur_obj_shake_screen(SHAKE_POS_SMALL); cur_obj_play_sound_2(SOUND_OBJ_THWOMP); diff --git a/src/game/behaviors/tilting_inverted_pyramid.inc.c b/src/game/behaviors/tilting_inverted_pyramid.inc.c index c3a5a2a27..7e3aff26f 100644 --- a/src/game/behaviors/tilting_inverted_pyramid.inc.c +++ b/src/game/behaviors/tilting_inverted_pyramid.inc.c @@ -85,7 +85,7 @@ void bhv_tilting_inverted_pyramid_loop(void) { f32 y = 0; f32 z = 0; u8 playersTouched = 0; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].marioObj->platform != o) { continue; } x += gMarioStates[i].marioObj->oPosX; diff --git a/src/game/behaviors/tower_platform.inc.c b/src/game/behaviors/tower_platform.inc.c index 06e592853..2f970e9f0 100644 --- a/src/game/behaviors/tower_platform.inc.c +++ b/src/game/behaviors/tower_platform.inc.c @@ -134,7 +134,7 @@ void bhv_tower_platform_group_init(void) { void bhv_tower_platform_group_loop(void) { u8 anyPlayerInRange = FALSE; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].marioObj->oPosY > o->oHomeY - 1000.0f) { anyPlayerInRange = TRUE; } } diff --git a/src/game/behaviors/tumbling_bridge.inc.c b/src/game/behaviors/tumbling_bridge.inc.c index acd4d951e..f39625323 100644 --- a/src/game/behaviors/tumbling_bridge.inc.c +++ b/src/game/behaviors/tumbling_bridge.inc.c @@ -123,7 +123,7 @@ void tumbling_bridge_act_1(void) { void tumbling_bridge_act_2(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); cur_obj_hide(); if (cur_obj_has_behavior(bhvLllTumblingBridge)) @@ -141,7 +141,7 @@ void tumbling_bridge_act_3(void) { void tumbling_bridge_act_0(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (cur_obj_has_behavior(bhvLllTumblingBridge) || distanceToPlayer < 1000.0f) o->oAction = 1; diff --git a/src/game/behaviors/tuxie.inc.c b/src/game/behaviors/tuxie.inc.c index 93a4cac89..730c3e455 100644 --- a/src/game/behaviors/tuxie.inc.c +++ b/src/game/behaviors/tuxie.inc.c @@ -13,7 +13,7 @@ void play_penguin_walking_sound(s32 walk) { void tuxies_mother_act_2(void) { struct Object* player = gMarioStates[0].marioObj; - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); f32 sp24; UNUSED s32 unused; @@ -109,7 +109,7 @@ u8 tuxies_mother_act_0_continue_dialog(void) { return (o->oAction == 0 && o->oSu void tuxies_mother_act_0(void) { // only local can interact with mother struct MarioState* marioState = &gMarioStates[0]; - int distanceToPlayer = dist_between_objects(o, marioState->marioObj); + s32 distanceToPlayer = dist_between_objects(o, marioState->marioObj); s32 sp2C; f32 sp28; @@ -171,8 +171,8 @@ void small_penguin_dive_with_mario(void) { void small_penguin_act_2(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s32 sp1C = 0; if (o->oTimer == 0) @@ -190,8 +190,8 @@ void small_penguin_act_2(void) { void small_penguin_act_1(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); cur_obj_init_animation_with_sound(0); o->oForwardVel = o->oSmallPenguinUnk104 + 3.0f; @@ -225,7 +225,7 @@ void small_penguin_act_4(void) { void small_penguin_act_0(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); s32 sp1C; @@ -251,7 +251,7 @@ void small_penguin_act_0(void) { void small_penguin_act_5(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); f32 sp24; s16 sp22; diff --git a/src/game/behaviors/tweester.inc.c b/src/game/behaviors/tweester.inc.c index e9bb52e4b..4b62899c7 100644 --- a/src/game/behaviors/tweester.inc.c +++ b/src/game/behaviors/tweester.inc.c @@ -44,7 +44,7 @@ void tweester_scale_and_move(f32 preScale) { */ void tweester_act_idle(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (o->oSubAction == TWEESTER_SUB_ACT_WAIT) { cur_obj_become_tangible(); @@ -74,8 +74,8 @@ void tweester_act_idle(void) { void tweester_act_chase(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); f32 activationRadius = o->oBehParams2ndByte * 100; diff --git a/src/game/behaviors/ukiki.inc.c b/src/game/behaviors/ukiki.inc.c index 846578b97..55441b119 100644 --- a/src/game/behaviors/ukiki.inc.c +++ b/src/game/behaviors/ukiki.inc.c @@ -28,7 +28,7 @@ void handle_cap_ukiki_reset(void) { */ s32 is_cap_ukiki_and_mario_has_normal_cap_on_head(void) { if (o->oBehParams2ndByte == UKIKI_CAP) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (!does_mario_have_normal_cap_on_head(&gMarioStates[i])) { return FALSE; } } @@ -125,8 +125,8 @@ void idle_ukiki_taunt(void) { */ void ukiki_act_idle(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); idle_ukiki_taunt(); @@ -213,7 +213,7 @@ void ukiki_act_wait_to_respawn(void) { */ void ukiki_act_unused_turn(void) { struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); idle_ukiki_taunt(); if (o->oSubAction == UKIKI_SUB_ACT_TAUNT_JUMP_CLAP) { @@ -226,8 +226,8 @@ void ukiki_act_unused_turn(void) { */ void ukiki_act_turn_to_mario(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s32 facingMario; // Initialize the action with a random fVel from 2-5. @@ -258,8 +258,8 @@ void ukiki_act_turn_to_mario(void) { void ukiki_act_run(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s32 fleeMario = TRUE; s16 goalYaw = angleToPlayer + 0x8000; @@ -690,7 +690,7 @@ void bhv_ukiki_loop(void) { } if (o->oUkikiHasCap & UKIKI_CAP_ON) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (!does_mario_have_normal_cap_on_head(&gMarioStates[i])) { o->oAnimState = UKIKI_ANIM_STATE_CAP_ON; diff --git a/src/game/behaviors/unagi.inc.c b/src/game/behaviors/unagi.inc.c index 701a6442e..a68ea041d 100644 --- a/src/game/behaviors/unagi.inc.c +++ b/src/game/behaviors/unagi.inc.c @@ -50,7 +50,7 @@ void bhv_unagi_init(void) { void unagi_act_0(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (distanceToPlayer > 4500.0f && o->oSubAction != 0) { o->oAction = 1; o->oPosX = o->oPathedStartWaypoint->pos[0]; @@ -162,7 +162,7 @@ void bhv_unagi_loop(void) { s32 val04; struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (o->oUnagiUnk1B2 == 0) { o->oUnagiUnk1AC = 99999.0f; @@ -198,7 +198,7 @@ void bhv_unagi_subobject_loop(void) { f32 val04; struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); if (o->parentObj->oUnagiUnk1B2 == 0) { obj_mark_for_deletion(o); diff --git a/src/game/behaviors/water_bomb.inc.c b/src/game/behaviors/water_bomb.inc.c index 46ffc94b4..45b1fe293 100644 --- a/src/game/behaviors/water_bomb.inc.c +++ b/src/game/behaviors/water_bomb.inc.c @@ -44,7 +44,7 @@ void bhv_water_bomb_spawner_update(void) { struct MarioState* marioState = NULL; struct Object* player = NULL; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } f32 latDist = lateral_dist_between_objects(o, gMarioStates[i].marioObj); if (latDist < latDistToMario) { @@ -165,7 +165,7 @@ static void water_bomb_act_drop(void) { // Move toward mario struct Object* player = nearest_player_to_object(o); - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); o->oMoveAngleYaw = angleToPlayer; o->oForwardVel = 10.0f; o->oWaterBombStretchSpeed = -40.0f; diff --git a/src/game/behaviors/whomp.inc.c b/src/game/behaviors/whomp.inc.c index bbadb6c48..2086a1a9a 100644 --- a/src/game/behaviors/whomp.inc.c +++ b/src/game/behaviors/whomp.inc.c @@ -19,7 +19,7 @@ u8 whomp_act_0_continue_dialog(void) { return o->oAction == 0; } void whomp_act_0(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int distanceToPlayer = dist_between_objects(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); cur_obj_init_animation_with_accel_and_sound(0, 1.0f); cur_obj_set_pos_to_home(); @@ -61,8 +61,8 @@ void whomp_act_7(void) { void whomp_act_1(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s16 sp26; f32 sp20; @@ -90,8 +90,8 @@ void whomp_act_1(void) { void whomp_act_2(void) { struct Object* player = nearest_player_to_object(o); - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); s16 sp1E; cur_obj_init_animation_with_accel_and_sound(0, 1.0f); diff --git a/src/game/behaviors/yoshi.inc.c b/src/game/behaviors/yoshi.inc.c index dda8f9e9c..7afc1488c 100644 --- a/src/game/behaviors/yoshi.inc.c +++ b/src/game/behaviors/yoshi.inc.c @@ -92,7 +92,7 @@ void yoshi_idle_loop(void) { void yoshi_talk_loop(void) { struct MarioState* marioState = nearest_mario_state_to_object(o); struct Object* player = marioState->marioObj; - int angleToPlayer = obj_angle_to_object(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); if (marioState != &gMarioStates[0]) { return; diff --git a/src/game/bettercamera.inc.h b/src/game/bettercamera.inc.h index 6689d2d9a..79c7e5ba3 100644 --- a/src/game/bettercamera.inc.h +++ b/src/game/bettercamera.inc.h @@ -498,7 +498,7 @@ static void newcam_bounding_box(void) { camdirs[2][1] = -NEW_CAM_BOUNDING_BOX_VRADIUS; camdirs[3][1] = NEW_CAM_BOUNDING_BOX_VRADIUS; - for (int i = 0; i < NEW_CAM_BOUNDING_BOX_RAYS; i++) { + for (s32 i = 0; i < NEW_CAM_BOUNDING_BOX_RAYS; i++) { struct Surface* surf; Vec3f offset = { 0 }; @@ -514,7 +514,7 @@ static void newcam_bounding_box(void) { } Vec3f avg = { 0 }; - for (int i = 0; i < NEW_CAM_BOUNDING_BOX_RAYS; i++) { + for (s32 i = 0; i < NEW_CAM_BOUNDING_BOX_RAYS; i++) { vec3f_add(avg, raypos[i]); } vec3f_mul(avg, 1.0f / ((f32)NEW_CAM_BOUNDING_BOX_RAYS)); diff --git a/src/game/ingame_menu.c b/src/game/ingame_menu.c index 98da3bd36..e51f94536 100644 --- a/src/game/ingame_menu.c +++ b/src/game/ingame_menu.c @@ -434,7 +434,7 @@ u8 str_ascii_char_to_dialog(char c) { } void str_ascii_to_dialog(const char* string, u8* dialog, u16 length) { - for (int i = 0; i < length; i++) { + for (s32 i = 0; i < length; i++) { dialog[i] = str_ascii_char_to_dialog(string[i]); } dialog[length] = DIALOG_CHAR_TERMINATOR; @@ -464,7 +464,7 @@ f32 get_generic_ascii_string_width(const char* ascii) { } f32 get_generic_dialog_height(u8* dialog) { - int lines = 0; + s32 lines = 0; u8* d = dialog; while (*d != DIALOG_CHAR_TERMINATOR) { if (*d == DIALOG_CHAR_NEWLINE) { lines++; } diff --git a/src/game/interaction.c b/src/game/interaction.c index 41225f29a..fbb34177c 100644 --- a/src/game/interaction.c +++ b/src/game/interaction.c @@ -676,7 +676,7 @@ u32 determine_knockback_action(struct MarioState *m, UNUSED s32 arg) { // set knockback very high when dealing with player attacks if (m->interactObj != NULL && (m->interactObj->oInteractType & INTERACT_PLAYER) && terrainIndex != 2) { f32 scaler = 1; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { struct MarioState* m2 = &gMarioStates[i]; if (!is_player_active(m2)) { continue; } if (m2->marioObj == NULL) { continue; } @@ -907,7 +907,7 @@ u32 interact_star_or_key(struct MarioState *m, UNUSED u32 interactType, struct O starGrabAction = ACT_FALL_AFTER_STAR_GRAB; } - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { struct MarioState* marioState = &gMarioStates[i]; if (!is_player_active(marioState)) { continue; } if (marioState->marioObj == NULL) { continue; } @@ -927,7 +927,7 @@ u32 interact_star_or_key(struct MarioState *m, UNUSED u32 interactType, struct O save_file_collect_star_or_key(m->numCoins, starIndex, 0); s32 numStars = save_file_get_total_star_count(gCurrSaveFileNum - 1, COURSE_MIN - 1, COURSE_MAX - 1); - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { gMarioStates[i].numStars = numStars; } @@ -1035,7 +1035,7 @@ u32 display_door_dialog(struct MarioState *m, u32 actionArg) { u8 prevent_interact_door(struct MarioState* m, struct Object* o) { // prevent multiple star/key unlocks on the same door - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { struct MarioState* m2 = &gMarioStates[i]; if (m2 == m) { continue; } if (!is_player_active(m2)) { continue; } @@ -1323,7 +1323,7 @@ u32 interact_player(struct MarioState* m, UNUSED u32 interactType, struct Object if (m->action == ACT_JUMBO_STAR_CUTSCENE) { return FALSE; } struct MarioState* m2 = NULL; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (o == gMarioStates[i].marioObj) { if (!is_player_active(&gMarioStates[i])) { return FALSE; } m2 = &gMarioStates[i]; @@ -1805,7 +1805,7 @@ u32 interact_koopa_shell(struct MarioState *m, UNUSED u32 interactType, struct O return FALSE; } - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].riddenObj == o) { return FALSE; } } diff --git a/src/game/level_update.c b/src/game/level_update.c index 77d820ac3..2ae37d5c2 100644 --- a/src/game/level_update.c +++ b/src/game/level_update.c @@ -405,7 +405,7 @@ void init_mario_after_warp(void) { u32 marioSpawnType = get_mario_spawn_type(spawnNode->object); if (gMarioState->action != ACT_UNINITIALIZED) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { gPlayerSpawnInfos[i].startPos[0] = (s16) spawnNode->object->oPosX; gPlayerSpawnInfos[i].startPos[1] = (s16) spawnNode->object->oPosY; gPlayerSpawnInfos[i].startPos[2] = (s16) spawnNode->object->oPosZ; @@ -580,7 +580,7 @@ void warp_credits(void) { gCurrCreditsEntry = &sCreditsSequence[0]; } - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { vec3s_set(gPlayerSpawnInfos[i].startPos, gCurrCreditsEntry->marioPos[0], gCurrCreditsEntry->marioPos[1], gCurrCreditsEntry->marioPos[2]); @@ -637,7 +637,7 @@ void check_instant_warp(void) { vec3f_copy(gMarioStates[0].nonInstantWarpPos, gMarioStates[0].pos); if (changeOfArea) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { gMarioStates[i].marioObj->oIntangibleTimer = 30; } } @@ -649,7 +649,7 @@ void check_instant_warp(void) { cameraAngle = gMarioStates[0].area->camera->yaw; change_area(warp->area); - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { gMarioStates[i].area = gCurrentArea; } @@ -1219,7 +1219,7 @@ void level_set_transition(s16 length, void (*updateFunction)(s16 *)) { */ s32 play_mode_change_area(void) { // fade out all players - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { gNetworkPlayers[i].fadeOpacity = 0; } @@ -1248,7 +1248,7 @@ s32 play_mode_change_area(void) { */ s32 play_mode_change_level(void) { // fade out all players - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { gNetworkPlayers[i].fadeOpacity = 0; } diff --git a/src/game/mario.c b/src/game/mario.c index 8b122a2e4..fb4b2c389 100644 --- a/src/game/mario.c +++ b/src/game/mario.c @@ -402,7 +402,7 @@ bool mario_can_bubble(struct MarioState* m) { if (m->action == ACT_BUBBLED) { return false; } u8 allInBubble = TRUE; - for (int i = 1; i < MAX_PLAYERS; i++) { + for (s32 i = 1; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].action != ACT_BUBBLED && gMarioStates[i].health >= 0x100) { allInBubble = FALSE; @@ -1471,7 +1471,7 @@ copyPlayerGoto:; if (!copiedPlayer) { // try to prevent OOB by copying position of other player struct Surface* floor2 = NULL; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { struct MarioState* m2 = &gMarioStates[i]; if (m == m2) { continue; } find_floor(m2->pos[0], m2->pos[1], m2->pos[2], &floor2); @@ -1873,7 +1873,7 @@ static u8 prevent_hang(u32 hangPreventionActions[], u8* hangPreventionIndex) { // save to log fprintf(f, "(gMarioState->action: hang prevention begin)\n"); - for (int i = 0; i < MAX_HANG_PREVENTION; i++) { + for (s32 i = 0; i < MAX_HANG_PREVENTION; i++) { fprintf(f, "%08X\n", hangPreventionActions[i]); } fprintf(f, "(gMarioState->action: hang prevention end)\n"); diff --git a/src/game/mario_actions_automatic.c b/src/game/mario_actions_automatic.c index f9ca1f92d..9696a4425 100644 --- a/src/game/mario_actions_automatic.c +++ b/src/game/mario_actions_automatic.c @@ -697,7 +697,7 @@ s32 act_grabbed(struct MarioState *m) { // check if the object holding me is being held u8 heldObjIsHeld = FALSE; if (m->heldByObj != NULL) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].heldObj == m->heldByObj) { heldObjIsHeld = TRUE; } } @@ -929,16 +929,17 @@ static void bubbled_offset_visual(struct MarioState* m) { } s32 act_bubbled(struct MarioState* m) { + set_camera_mode(m->area->camera, CAMERA_MODE_FREE_ROAM, 1); struct MarioState* targetMarioState = nearest_mario_state_to_object(m->marioObj); struct Object* target = targetMarioState->marioObj; - int angleToPlayer = obj_angle_to_object(m->marioObj, target); - int pitchToPlayer = obj_pitch_to_object(m->marioObj, target); - int distanceToPlayer = dist_between_objects(m->marioObj, target); + s32 angleToPlayer = obj_angle_to_object(m->marioObj, target); + s32 pitchToPlayer = obj_pitch_to_object(m->marioObj, target); + s32 distanceToPlayer = dist_between_objects(m->marioObj, target); // trigger warp if all are bubbled if (m->playerIndex == 0) { u8 allInBubble = TRUE; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].action != ACT_BUBBLED && gMarioStates[i].health >= 0x100) { allInBubble = FALSE; @@ -978,7 +979,7 @@ s32 act_bubbled(struct MarioState* m) { // set and smooth velocity Vec3f oldVel = { m->vel[0], m->vel[1], m->vel[2] }; set_vel_from_pitch_and_yaw(m); - for (int i = 0; i < 3; i++) { + for (s32 i = 0; i < 3; i++) { m->vel[i] = (oldVel[i] * 0.9f + m->vel[i] * 0.1f); } diff --git a/src/game/mario_actions_cutscene.c b/src/game/mario_actions_cutscene.c index 185115914..aa4bb46e4 100644 --- a/src/game/mario_actions_cutscene.c +++ b/src/game/mario_actions_cutscene.c @@ -206,11 +206,10 @@ void bhv_end_toad_loop(void) { // Geo switch case function for controlling Peach's eye state. s32 geo_switch_peach_eyes(s32 run, struct GraphNode *node, UNUSED s32 a2) { struct GraphNodeSwitchCase *switchCase = (struct GraphNodeSwitchCase *) node; - s16 timer; if (run == TRUE) { if (D_8032CBE4 == 0) { - timer = (gAreaUpdateCounter + 0x20) >> 1 & 0x1F; + s16 timer = (gAreaUpdateCounter + 0x20) >> 1 & 0x1F; if (timer < 7) { switchCase->selectedCase = D_8032CBE8 * 4 + D_8032CBEC[timer]; } else { @@ -239,12 +238,10 @@ static void stub_is_textbox_active(u16 *a0) { * numStars has reached a milestone and prevNumStarsForDialog has not reached it. */ s32 get_star_collection_dialog(struct MarioState *m) { - s32 i; s32 dialogID = 0; - s32 numStarsRequired; - for (i = 0; i < ARRAY_COUNT(sStarsNeededForDialog); i++) { - numStarsRequired = sStarsNeededForDialog[i]; + for (s32 i = 0; i < ARRAY_COUNT(sStarsNeededForDialog); i++) { + s32 numStarsRequired = sStarsNeededForDialog[i]; if (m->prevNumStarsForDialog < numStarsRequired && m->numStars >= numStarsRequired) { dialogID = i + DIALOG_141; break; @@ -257,7 +254,6 @@ s32 get_star_collection_dialog(struct MarioState *m) { // save menu handler void handle_save_menu(struct MarioState *m) { - s32 dialogID; // wait for the menu to show up if (is_anim_past_end(m) && gSaveOptSelectIndex != 0) { // save and continue / save and quit @@ -278,7 +274,7 @@ void handle_save_menu(struct MarioState *m) { disable_time_stop(); m->faceAngle[1] += 0x8000; // figure out what dialog to show, if we should - dialogID = get_star_collection_dialog(m); + s32 dialogID = get_star_collection_dialog(m); if (dialogID != 0) { play_peachs_jingle(); // look up for dialog @@ -495,15 +491,16 @@ s32 act_disappeared(struct MarioState *m) { } s32 act_reading_automatic_dialog(struct MarioState *m) { - u32 actionArg; - + if (m == NULL) { return TRUE; } + + // Increment our action state to continue our 'cutscene'. m->actionState++; + if (m->actionState == 2) { - //enable_time_stop(); + enable_time_stop_if_alone(); } if (m->actionState < 9) { - set_mario_animation(m, m->prevAction == ACT_STAR_DANCE_WATER ? MARIO_ANIM_WATER_IDLE - : MARIO_ANIM_FIRST_PERSON); + set_mario_animation(m, m->prevAction == ACT_STAR_DANCE_WATER ? MARIO_ANIM_WATER_IDLE : MARIO_ANIM_FIRST_PERSON); // always look up for automatic dialogs m->actionTimer -= 1024; } else { @@ -514,24 +511,17 @@ s32 act_reading_automatic_dialog(struct MarioState *m) { actionArg = m->actionArg; if (GET_HIGH_U16_OF_32(actionArg) == 0) { create_dialog_box(GET_LOW_U16_OF_32(actionArg)); - } - else { + } else { create_dialog_box_with_var(GET_HIGH_U16_OF_32(actionArg), GET_LOW_U16_OF_32(actionArg)); } } - } - // wait until dialog is done - else if (m->actionState == 10) { + } else if (m->actionState == 10) { // wait until dialog is done if (get_dialog_id() >= 0) { m->actionState--; } - } - // look back down - else if (m->actionState < 19) { + } else if (m->actionState < 19) { // wait until dialog is done m->actionTimer += 1024; - } - // finished action - else if (m->actionState == 25) { + } else if (m->actionState == 25) { // finished action disable_time_stop(); if (gNeverEnteredCastle) { gNeverEnteredCastle = FALSE; @@ -541,20 +531,23 @@ s32 act_reading_automatic_dialog(struct MarioState *m) { set_mario_action(m, ACT_WATER_IDLE, 0); // 100c star? } else { // make Mario walk into door after star dialog - set_mario_action(m, m->prevAction == ACT_UNLOCKING_STAR_DOOR ? ACT_WALKING : ACT_IDLE, - 0); + set_mario_action(m, m->prevAction == ACT_UNLOCKING_STAR_DOOR ? ACT_WALKING : ACT_IDLE, 0); } } } + // apply head turn vec3s_set(m->marioBodyState->headAngle, m->actionTimer, 0, 0); return FALSE; } s32 act_reading_sign(struct MarioState *m) { - + if (m == NULL) { return TRUE; } + struct Object *marioObj = m->marioObj; - + + // If anybody but us is reading a sign, + // Don't handle their action state. if (m->playerIndex != 0) { set_mario_animation(m, MARIO_ANIM_FIRST_PERSON); return FALSE; @@ -568,7 +561,7 @@ s32 act_reading_sign(struct MarioState *m) { if (m == &gMarioStates[0]) { trigger_cutscene_dialog(1); } - //enable_time_stop(); + enable_time_stop_if_alone(); // reading sign set_mario_animation(m, MARIO_ANIM_FIRST_PERSON); m->actionState = 1; @@ -602,11 +595,9 @@ s32 act_reading_sign(struct MarioState *m) { } s32 act_debug_free_move(struct MarioState *m) { - struct Surface *surf; - f32 floorHeight; - Vec3f pos; - f32 speed; - u32 action; + if (m == NULL) { return TRUE; } + + u32 action = ACT_IDLE; #ifndef DEVELOPMENT if (gNetworkType == NT_SERVER && configEnableCheats == 0 && m->action == ACT_DEBUG_FREE_MOVE) { @@ -621,9 +612,10 @@ s32 act_debug_free_move(struct MarioState *m) { #endif // integer immediates, generates convert instructions for some reason - speed = gPlayer1Controller->buttonDown & B_BUTTON ? 1 : 4; + f32 speed = gPlayer1Controller->buttonDown & B_BUTTON ? 1 : 4; set_mario_animation(m, MARIO_ANIM_A_POSE); + Vec3f pos; vec3f_copy(pos, m->pos); if (gPlayer1Controller->buttonDown & A_BUTTON) { @@ -640,7 +632,8 @@ s32 act_debug_free_move(struct MarioState *m) { resolve_and_return_wall_collisions(pos, 60.0f, 50.0f); - floorHeight = find_floor(pos[0], pos[1], pos[2], &surf); + struct Surface *surf = NULL; + f32 floorHeight = find_floor(pos[0], pos[1], pos[2], &surf); if (surf != NULL) { if (pos[1] < floorHeight) { pos[1] = floorHeight; @@ -655,8 +648,6 @@ s32 act_debug_free_move(struct MarioState *m) { if (gPlayer1Controller->buttonPressed == L_TRIG && m->marioObj->oTimer > 10) { if (m->pos[1] <= m->waterLevel - 100) { action = ACT_WATER_IDLE; - } else { - action = ACT_IDLE; } set_mario_action(m, action, 0); } @@ -665,11 +656,12 @@ s32 act_debug_free_move(struct MarioState *m) { } void general_star_dance_handler(struct MarioState *m, s32 isInWater) { - s32 dialogID; + if (m == NULL) { return; } + if (m->actionState == 0) { switch (++m->actionTimer) { case 1: - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { struct MarioState* marioState = &gMarioStates[i]; if (!is_player_active(marioState)) { continue; } if (marioState->marioObj == NULL) { continue; } @@ -700,7 +692,7 @@ void general_star_dance_handler(struct MarioState *m, s32 isInWater) { if ((m->actionArg & 1) == 0) { level_trigger_warp(m, WARP_OP_STAR_EXIT); } else if (m->playerIndex == 0) { - //enable_time_stop(); + enable_time_stop_if_alone(); create_dialog_box_with_response(gLastCompletedStarNum == 7 ? DIALOG_013 : DIALOG_014); m->actionState = 1; } else { @@ -718,7 +710,7 @@ void general_star_dance_handler(struct MarioState *m, s32 isInWater) { } else if (m->actionState == 2 && is_anim_at_end(m)) { disable_time_stop(); enable_background_sound(); - dialogID = get_star_collection_dialog(m); + s32 dialogID = get_star_collection_dialog(m); if (dialogID != 0) { // look up for dialog set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, dialogID); @@ -735,8 +727,7 @@ s32 act_star_dance(struct MarioState *m) { if (m == &gMarioStates[0]) { m->faceAngle[1] = m->area->camera->yaw; } - set_mario_animation(m, m->actionState == 2 ? MARIO_ANIM_RETURN_FROM_STAR_DANCE - : MARIO_ANIM_STAR_DANCE); + set_mario_animation(m, m->actionState == 2 ? MARIO_ANIM_RETURN_FROM_STAR_DANCE : MARIO_ANIM_STAR_DANCE); general_star_dance_handler(m, 0); if (m->actionState != 2 && m->actionTimer >= 40) { m->marioBodyState->handState = MARIO_HAND_PEACE_SIGN; @@ -749,8 +740,7 @@ s32 act_star_dance_water(struct MarioState *m) { if (m == &gMarioStates[0]) { m->faceAngle[1] = m->area->camera->yaw; } - set_mario_animation(m, m->actionState == 2 ? MARIO_ANIM_RETURN_FROM_WATER_STAR_DANCE - : MARIO_ANIM_WATER_STAR_DANCE); + set_mario_animation(m, m->actionState == 2 ? MARIO_ANIM_RETURN_FROM_WATER_STAR_DANCE : MARIO_ANIM_WATER_STAR_DANCE); vec3f_copy(m->marioObj->header.gfx.pos, m->pos); vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0); general_star_dance_handler(m, 1); @@ -768,8 +758,7 @@ s32 act_fall_after_star_grab(struct MarioState *m) { } if (perform_air_step(m, 1) == AIR_STEP_LANDED) { play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING); - set_mario_action(m, m->actionArg & 1 ? ACT_STAR_DANCE_NO_EXIT : ACT_STAR_DANCE_EXIT, - m->actionArg); + set_mario_action(m, m->actionArg & 1 ? ACT_STAR_DANCE_NO_EXIT : ACT_STAR_DANCE_EXIT, m->actionArg); } set_mario_animation(m, MARIO_ANIM_GENERAL_FALL); return FALSE; @@ -1015,17 +1004,12 @@ s32 act_entering_star_door(struct MarioState *m) { // set Mario's animation if (m->actionTimer < 15) { set_mario_animation(m, MARIO_ANIM_FIRST_PERSON); - } - - // go through door? for 20 frames - else if (m->actionTimer < 35) { + } else if (m->actionTimer < 35) { // go through door? for 20 frames m->pos[0] += m->marioObj->oMarioReadingSignDPosX; m->pos[2] += m->marioObj->oMarioReadingSignDPosZ; set_mario_anim_with_accel(m, MARIO_ANIM_WALKING, 0x00028000); - } - - else { + } else { if (m->usedObj != NULL) { m->faceAngle[1] = m->usedObj->oMoveAngleYaw; } @@ -1093,8 +1077,7 @@ s32 act_warp_door_spawn(struct MarioState *m) { if (m->usedObj != NULL) { if (m->actionArg & 1) { m->usedObj->oInteractStatus = 0x00040000; - } - else { + } else { m->usedObj->oInteractStatus = 0x00080000; } } @@ -1162,10 +1145,7 @@ s32 act_spawn_spin_airborne(struct MarioState *m) { if (set_mario_animation(m, MARIO_ANIM_FORWARD_SPINNING) == 0) { // first anim frame play_sound(SOUND_ACTION_SPIN, m->marioObj->header.gfx.cameraToObject); } - } - - // under 300 units above floor, enter freefall animation - else { + } else { // under 300 units above floor, enter freefall animation m->actionState = 1; set_mario_animation(m, MARIO_ANIM_GENERAL_FALL); } @@ -1225,13 +1205,11 @@ s32 act_exit_land_save_dialog(struct MarioState *m) { switch (m->actionState) { // determine type of exit case 0: - set_mario_animation(m, m->actionArg == 0 ? MARIO_ANIM_GENERAL_LAND - : MARIO_ANIM_LAND_FROM_SINGLE_JUMP); + set_mario_animation(m, m->actionArg == 0 ? MARIO_ANIM_GENERAL_LAND : MARIO_ANIM_LAND_FROM_SINGLE_JUMP); // only allow for local player if (m == &gMarioStates[0] && is_anim_past_end(m)) { - if (gLastCompletedCourseNum != COURSE_BITDW - && gLastCompletedCourseNum != COURSE_BITFS) { - //enable_time_stop(); + if (gLastCompletedCourseNum != COURSE_BITDW && gLastCompletedCourseNum != COURSE_BITFS) { + enable_time_stop_if_alone(); } set_menu_mode(RENDER_COURSE_DONE_SCREEN); @@ -1425,12 +1403,9 @@ s32 act_spawn_no_spin_landing(struct MarioState *m) { } s32 act_bbh_enter_spin(struct MarioState *m) { - f32 floorDist; - f32 scale; - f32 cageDX = 0; - f32 cageDZ = 0; - f32 cageDist; - f32 forwardVel; + f32 cageDX = 0.0f; + f32 cageDZ = 0.0f; + f32 forwardVel = 0.0f; if (m->usedObj == NULL) { m->usedObj = cur_obj_nearest_object_with_behavior(bhvBooCage); @@ -1440,7 +1415,7 @@ s32 act_bbh_enter_spin(struct MarioState *m) { cageDX = m->usedObj->oPosX - m->pos[0]; cageDZ = m->usedObj->oPosZ - m->pos[2]; } - cageDist = sqrtf(cageDX * cageDX + cageDZ * cageDZ); + f32 cageDist = sqrtf(cageDX * cageDX + cageDZ * cageDZ); if (cageDist > 20.0f) { forwardVel = 10.0f; @@ -1453,7 +1428,7 @@ s32 act_bbh_enter_spin(struct MarioState *m) { switch (m->actionState) { case 0: - floorDist = 512.0f - (m->pos[1] - m->floorHeight); + f32 floorDist = 512.0f - (m->pos[1] - m->floorHeight); m->vel[1] = floorDist > 0 ? sqrtf(4.0f * floorDist + 1.0f) - 1.0f : 2.0f; m->actionState = 1; @@ -1498,7 +1473,7 @@ s32 act_bbh_enter_spin(struct MarioState *m) { m->squishTimer = 0xFF; if (m->actionTimer >= 11) { m->actionTimer -= 6; - scale = m->actionTimer / 100.0f; + f32 scale = m->actionTimer / 100.0f; vec3f_set(m->marioObj->header.gfx.scale, scale, scale, scale); } break; @@ -1513,12 +1488,7 @@ s32 act_bbh_enter_spin(struct MarioState *m) { } s32 act_bbh_enter_jump(struct MarioState *m) { - f32 cageDX; - f32 cageDZ; - f32 cageDist; - - play_mario_action_sound( - m, m->flags & MARIO_METAL_CAP ? SOUND_ACTION_METAL_JUMP : SOUND_ACTION_TERRAIN_JUMP, 1); + play_mario_action_sound(m, m->flags & MARIO_METAL_CAP ? SOUND_ACTION_METAL_JUMP : SOUND_ACTION_TERRAIN_JUMP, 1); play_mario_jump_sound(m); if (m->usedObj == NULL) { @@ -1526,9 +1496,9 @@ s32 act_bbh_enter_jump(struct MarioState *m) { } if (m->actionState == 0 && m->usedObj != NULL) { - cageDX = m->usedObj->oPosX - m->pos[0]; - cageDZ = m->usedObj->oPosZ - m->pos[2]; - cageDist = sqrtf(cageDX * cageDX + cageDZ * cageDZ); + f32 cageDX = m->usedObj->oPosX - m->pos[0]; + f32 cageDZ = m->usedObj->oPosZ - m->pos[2]; + f32 cageDist = sqrtf(cageDX * cageDX + cageDZ * cageDZ); m->vel[1] = 60.0f; m->faceAngle[1] = atan2s(cageDZ, cageDX); @@ -1550,8 +1520,7 @@ s32 act_bbh_enter_jump(struct MarioState *m) { s32 act_teleport_fade_out(struct MarioState *m) { play_sound_if_no_flag(m, SOUND_ACTION_TELEPORT, MARIO_ACTION_SOUND_PLAYED); - set_mario_animation(m, m->prevAction == ACT_CROUCHING ? MARIO_ANIM_CROUCHING - : MARIO_ANIM_FIRST_PERSON); + set_mario_animation(m, m->prevAction == ACT_CROUCHING ? MARIO_ANIM_CROUCHING : MARIO_ANIM_FIRST_PERSON); if (m->actionTimer == 0) { queue_rumble_data_mario(m, 30, 70); @@ -1637,9 +1606,8 @@ s32 act_shocked(struct MarioState *m) { } s32 act_squished(struct MarioState *m) { - - UNUSED s32 pad; - f32 squishAmount; + if (m == NULL) { return TRUE; } + f32 spaceUnderCeil; s16 surfAngle; s32 underSteepSurf = FALSE; // seems to be responsible for setting velocity? @@ -1665,9 +1633,8 @@ s32 act_squished(struct MarioState *m) { if (spaceUnderCeil >= 10.1f) { // Mario becomes a pancake - squishAmount = spaceUnderCeil / 160.0f; - vec3f_set(m->marioObj->header.gfx.scale, 2.0f - squishAmount, squishAmount, - 2.0f - squishAmount); + f32 squishAmount = spaceUnderCeil / 160.0f; + vec3f_set(m->marioObj->header.gfx.scale, 2.0f - squishAmount, squishAmount, 2.0f - squishAmount); } else { if (!(m->flags & MARIO_METAL_CAP) && m->invincTimer == 0) { // cap on: 3 units; cap off: 4.5 units @@ -1756,7 +1723,7 @@ s32 act_putting_on_cap(struct MarioState *m) { s32 animFrame = set_mario_animation(m, MARIO_ANIM_PUT_CAP_ON); if (animFrame == 0) { - //enable_time_stop(); + enable_time_stop_if_alone(); } if (animFrame == 28) { @@ -2058,7 +2025,6 @@ static void jumbo_star_cutscene_falling(struct MarioState *m) { // jumbo star cutscene: Mario takes off static s32 jumbo_star_cutscene_taking_off(struct MarioState *m) { struct Object *marioObj = m->marioObj; - s32 animFrame; if (m->actionState == 0) { set_mario_animation(m, MARIO_ANIM_FINAL_BOWSER_RAISE_HAND_SPIN); @@ -2069,7 +2035,7 @@ static s32 jumbo_star_cutscene_taking_off(struct MarioState *m) { m->actionState++; } } else { - animFrame = set_mario_animation(m, MARIO_ANIM_FINAL_BOWSER_WING_CAP_TAKE_OFF); + s32 animFrame = set_mario_animation(m, MARIO_ANIM_FINAL_BOWSER_WING_CAP_TAKE_OFF); if (animFrame == 3 || animFrame == 28 || animFrame == 60) { play_sound_and_spawn_particles(m, SOUND_ACTION_TERRAIN_JUMP, 1); } @@ -2112,12 +2078,6 @@ static s32 jumbo_star_cutscene_taking_off(struct MarioState *m) { // jumbo star cutscene: Mario flying static s32 jumbo_star_cutscene_flying(struct MarioState *m) { Vec3f targetPos; - UNUSED struct Object *marioObj = m->marioObj; - f32 targetDX; - f32 targetDY; - f32 targetDZ; - f32 targetHyp; - s16 targetAngle; switch (m->actionState) { case 0: @@ -2135,11 +2095,11 @@ static s32 jumbo_star_cutscene_flying(struct MarioState *m) { float heightScalar = min(m->actionTimer / 30.0f, 1.0f); targetPos[1] -= 100.0f * m->playerIndex * heightScalar; - targetDX = targetPos[0] - m->pos[0]; - targetDY = targetPos[1] - m->pos[1]; - targetDZ = targetPos[2] - m->pos[2]; - targetHyp = sqrtf(targetDX * targetDX + targetDZ * targetDZ); - targetAngle = atan2s(targetDZ, targetDX); + f32 targetDX = targetPos[0] - m->pos[0]; + f32 targetDY = targetPos[1] - m->pos[1]; + f32 targetDZ = targetPos[2] - m->pos[2]; + f32 targetHyp = sqrtf(targetDX * targetDX + targetDZ * targetDZ); + s16 targetAngle = atan2s(targetDZ, targetDX); vec3f_copy(m->pos, targetPos); m->marioObj->header.gfx.angle[0] = -atan2s(targetHyp, targetDY); @@ -2209,17 +2169,14 @@ void generate_yellow_sparkles(s16 x, s16 y, s16 z, f32 radius) { static f32 end_obj_set_visual_pos(struct Object *o) { struct Surface *surf; Vec3s sp24; - f32 sp20; - f32 sp1C; - f32 sp18; find_mario_anim_flags_and_translation(o, o->header.gfx.angle[1], sp24); - sp20 = o->header.gfx.pos[0] + sp24[0]; - sp1C = o->header.gfx.pos[1] + 10.0f; - sp18 = o->header.gfx.pos[2] + sp24[2]; + f32 x = o->header.gfx.pos[0] + sp24[0]; + f32 y = o->header.gfx.pos[1] + 10.0f; + f32 z = o->header.gfx.pos[2] + sp24[2]; - return find_floor(sp20, sp1C, sp18, &surf); + return find_floor(x, y, z, &surf); } // make Mario fall and soften wing cap gravity @@ -2826,9 +2783,6 @@ static s32 act_end_peach_cutscene(struct MarioState *m) { #endif static s32 act_credits_cutscene(struct MarioState *m) { - s32 width; - s32 height; - m->statusForCamera->cameraEvent = CAM_EVENT_START_CREDITS; // checks if Mario is underwater (JRB, DDD, SA, etc.) if (m->pos[1] < m->waterLevel - 100) { @@ -2853,15 +2807,13 @@ static s32 act_credits_cutscene(struct MarioState *m) { } if (m->playerIndex == 0) { - width = m->actionState * 640 / 100; - height = m->actionState * 480 / 100; + s32 width = m->actionState * 640 / 100; + s32 height = m->actionState * 480 / 100; sEndCutsceneVp.vp.vscale[0] = 640 - width; sEndCutsceneVp.vp.vscale[1] = 480 - height; - sEndCutsceneVp.vp.vtrans[0] = - (gCurrCreditsEntry->unk02 & 0x10 ? width : -width) * 56 / 100 + 640; - sEndCutsceneVp.vp.vtrans[1] = - (gCurrCreditsEntry->unk02 & 0x20 ? height : -height) * 66 / 100 + 480; + sEndCutsceneVp.vp.vtrans[0] = (gCurrCreditsEntry->unk02 & 0x10 ? width : -width) * 56 / 100 + 640; + sEndCutsceneVp.vp.vtrans[1] = (gCurrCreditsEntry->unk02 & 0x20 ? height : -height) * 66 / 100 + 480; override_viewport_and_clip(&sEndCutsceneVp, 0, 0, 0, 0); } diff --git a/src/game/mario_misc.c b/src/game/mario_misc.c index cdbaf46ee..9827c11ee 100644 --- a/src/game/mario_misc.c +++ b/src/game/mario_misc.c @@ -155,7 +155,7 @@ void set_player_colors(u8 paletteIndex, const u8 shirt[4], const u8 pants[4]) { * 0 = shirt, 1 = pants * Returns RGB, not RGBA! */ -u8 *get_player_color(u8 paletteIndex, const int which) { +u8 *get_player_color(u8 paletteIndex, const s32 which) { // choose the last color in the table for extra players if (paletteIndex >= gNumPlayerColors) paletteIndex = gNumPlayerColors - 1; if (which == 0) @@ -405,7 +405,7 @@ static Gfx *make_gfx_mario_alpha(struct GraphNodeGenerated *node, s16 alpha) { static u8 geo_get_processing_object_index(void) { // sloppy way to fix mirror marios - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if ((struct GraphNodeObject*)gCurGraphNodeObject == &gMirrorMario[i]) { return i; } @@ -735,7 +735,7 @@ Gfx* geo_switch_mario_hand_grab_pos(s32 callContext, struct GraphNode* b, Mat4* * a mirror image of the player. */ Gfx* geo_render_mirror_mario(s32 callContext, struct GraphNode* node, UNUSED Mat4* c) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { f32 mirroredX; struct MarioState* marioState = &gMarioStates[i]; struct Object* mario = marioState->marioObj; @@ -784,7 +784,7 @@ Gfx* geo_mirror_mario_backface_culling(s32 callContext, struct GraphNode* node, Gfx* gfx = NULL; u8 isMirrorMario = FALSE; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (gCurGraphNodeObject == &gMirrorMario[i]) { isMirrorMario = TRUE; } diff --git a/src/game/mario_misc.h b/src/game/mario_misc.h index 533665b6c..ce1ce654c 100644 --- a/src/game/mario_misc.h +++ b/src/game/mario_misc.h @@ -11,7 +11,7 @@ extern struct MarioBodyState gBodyStates[MAX_PLAYERS]; extern const size_t gNumPlayerColors; void set_player_colors(u8 paletteIndex, const u8 shirt[4], const u8 pants[4]); -u8 *get_player_color(u8 paletteIndex, const int which); +u8 *get_player_color(u8 paletteIndex, const s32 which); Gfx *geo_draw_mario_head_goddard(s32 callContext, struct GraphNode *node, Mat4 *c); void bhv_toad_message_loop(void); diff --git a/src/game/obj_behaviors.c b/src/game/obj_behaviors.c index 2b9bfd909..b4e2899e4 100644 --- a/src/game/obj_behaviors.c +++ b/src/game/obj_behaviors.c @@ -502,7 +502,7 @@ void obj_move_xyz_using_fvel_and_yaw(struct Object *obj) { * Checks if a point is within distance from Mario's graphical position. Test is exclusive. */ s8 is_point_within_radius_of_mario(f32 x, f32 y, f32 z, s32 dist) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } struct Object* player = gMarioStates[i].marioObj; f32 mGfxX = player->header.gfx.pos[0]; @@ -561,7 +561,7 @@ struct MarioState* nearest_mario_state_to_object(struct Object *obj) { f32 nearestDist = 0; u8 checkActive = TRUE; do { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (gMarioStates[i].marioObj == obj) { continue; } if (checkActive && !is_player_active(&gMarioStates[i])) { continue; } float dist = dist_between_objects(obj, gMarioStates[i].marioObj); @@ -629,7 +629,7 @@ 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) { - int distanceToPlayer = dist_between_objects(obj, gMarioStates[0].marioObj); + s32 distanceToPlayer = dist_between_objects(obj, gMarioStates[0].marioObj); if (distanceToPlayer < dist * draw_distance_scalar()) { obj->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE; } else { @@ -785,7 +785,7 @@ s8 current_mario_room_check(s16 room) { s16 trigger_obj_dialog_when_facing(struct MarioState* m, s32 *inDialog, s16 dialogID, f32 dist, s32 actionArg, u8 (*inContinueDialogFunction)(void)) { s16 dialogueResponse; - int angleToPlayer = obj_angle_to_object(o, m->marioObj); + s32 angleToPlayer = obj_angle_to_object(o, m->marioObj); if ((is_point_within_radius_of_mario(o->oPosX, o->oPosY, o->oPosZ, (s32) dist) == TRUE && obj_check_if_facing_toward_angle(o->oFaceAngleYaw, m->marioObj->header.gfx.angle[1] + 0x8000, 0x1000) == TRUE diff --git a/src/game/obj_behaviors_2.c b/src/game/obj_behaviors_2.c index af50bb1c9..352dac1e1 100644 --- a/src/game/obj_behaviors_2.c +++ b/src/game/obj_behaviors_2.c @@ -118,8 +118,8 @@ void obj_set_dist_from_home(f32 distFromHome) { s32 obj_is_near_to_and_facing_mario(struct MarioState* m, f32 maxDist, s16 maxAngleDiff) { struct Object* player = m->marioObj; - int distanceToPlayer = dist_between_objects(o, player); - int angleToPlayer = obj_angle_to_object(o, player); + s32 distanceToPlayer = dist_between_objects(o, player); + s32 angleToPlayer = obj_angle_to_object(o, player); if (distanceToPlayer < maxDist && abs_angle_diff(o->oMoveAngleYaw, angleToPlayer) < maxAngleDiff) { return TRUE; @@ -881,7 +881,7 @@ s32 obj_move_for_one_second(s32 endAction) { * attack Mario (e.g. fly guy shooting fire or lunging), especially when combined * with partial updates. */ -void treat_far_home_as_mario(f32 threshold, int* distanceToPlayer, int* angleToPlayer) { +void treat_far_home_as_mario(f32 threshold, s32* distanceToPlayer, s32* angleToPlayer) { f32 dx = o->oHomeX - o->oPosX; f32 dy = o->oHomeY - o->oPosY; f32 dz = o->oHomeZ - o->oPosZ; diff --git a/src/game/object_collision.c b/src/game/object_collision.c index 8384995e3..4c5469ed5 100644 --- a/src/game/object_collision.c +++ b/src/game/object_collision.c @@ -9,10 +9,8 @@ struct Object *debug_print_obj_collision(struct Object *a) { struct Object *sp24; - UNUSED s32 unused; - s32 i; - for (i = 0; i < a->numCollidedObjs; i++) { + for (s32 i = 0; i < a->numCollidedObjs; i++) { print_debug_top_down_objectinfo("ON", 0); sp24 = a->collidedObjs[i]; if (sp24 != gMarioObject) { @@ -191,7 +189,7 @@ void check_player_object_collision(void) { } extern struct MarioState gMarioStates[]; - for (int i = 1; i < MAX_PLAYERS; i++) { + for (s32 i = 1; i < MAX_PLAYERS; i++) { detect_player_hitbox_overlap(&gMarioStates[0], &gMarioStates[i]); } } diff --git a/src/game/object_helpers.c b/src/game/object_helpers.c index 7146b3656..aa2094d25 100644 --- a/src/game/object_helpers.c +++ b/src/game/object_helpers.c @@ -208,7 +208,7 @@ Gfx *geo_switch_area(s32 callContext, struct GraphNode *node) { // display both sides of door gDoorCurrentRoom = 0; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { struct MarioState* m = &gMarioStates[i]; if (!is_player_active(m)) { continue; } @@ -2333,7 +2333,7 @@ s32 cur_obj_wait_then_blink(s32 timeUntilBlinking, s32 numBlinks) { } s32 cur_obj_is_mario_ground_pounding_platform(void) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].marioObj->platform == o) { if (gMarioStates[i].action == ACT_GROUND_POUND_LAND) { @@ -2355,7 +2355,7 @@ void spawn_mist_particles_with_sound(u32 sp18) { } void cur_obj_push_mario_away(f32 radius) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { struct Object* player = gMarioStates[i].marioObj; f32 marioRelX = player->oPosX - o->oPosX; f32 marioRelZ = player->oPosZ - o->oPosZ; @@ -2371,7 +2371,7 @@ void cur_obj_push_mario_away(f32 radius) { } void cur_obj_push_mario_away_from_cylinder(f32 radius, f32 extentY) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { struct Object* player = gMarioStates[i].marioObj; f32 marioRelY = player->oPosY - o->oPosY; @@ -2470,7 +2470,7 @@ s32 cur_obj_is_mario_on_platform(void) { } s32 cur_obj_is_any_player_on_platform(void) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].marioObj == NULL) { continue; } if (gMarioStates[i].marioObj->platform == o) { @@ -2529,7 +2529,7 @@ s32 bit_shift_left(s32 a0) { } s32 cur_obj_mario_far_away(void) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } struct Object* player = gMarioStates[i].marioObj; f32 dx = o->oHomeX - player->oPosX; @@ -2600,7 +2600,7 @@ void cur_obj_enable_rendering_if_mario_in_room(void) { u8 marioInRoom = FALSE; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (gMarioStates[i].currentRoom != 0) { s16 currentRoom = gMarioStates[i].currentRoom; if (currentRoom == o->oRoom) { @@ -2718,6 +2718,13 @@ void enable_time_stop(void) { gTimeStopState |= TIME_STOP_ENABLED; } +void enable_time_stop_if_alone(void) { + if (network_player_connected_count() > 1) { + return; + } + gTimeStopState |= TIME_STOP_ENABLED; +} + void disable_time_stop(void) { gTimeStopState &= ~TIME_STOP_ENABLED; } @@ -2726,6 +2733,13 @@ void set_time_stop_flags(s32 flags) { gTimeStopState |= flags; } +void set_time_stop_flags_if_alone(s32 flags) { + if (network_player_connected_count() > 1) { + return; + } + gTimeStopState |= flags; +} + void clear_time_stop_flags(s32 flags) { gTimeStopState = gTimeStopState & (flags ^ 0xFFFFFFFF); } diff --git a/src/game/object_helpers.h b/src/game/object_helpers.h index 5f3a81c4d..1da5f8933 100644 --- a/src/game/object_helpers.h +++ b/src/game/object_helpers.h @@ -277,8 +277,10 @@ Gfx *geo_offset_klepto_held_object(s32 callContext, struct GraphNode *node, UNUS s32 geo_offset_klepto_debug(s32 a0, struct GraphNode *a1, UNUSED s32 sp8); s32 obj_is_hidden(struct Object *obj); void enable_time_stop(void); +void enable_time_stop_if_alone(void); void disable_time_stop(void); void set_time_stop_flags(s32 flags); +void set_time_stop_flags_if_alone(s32 flags); void clear_time_stop_flags(s32 flags); s32 cur_obj_can_mario_activate_textbox(struct MarioState* m, f32 radius, f32 height, UNUSED s32 unused); s32 cur_obj_can_mario_activate_textbox_2(struct MarioState* m, f32 radius, f32 height); diff --git a/src/game/object_list_processor.c b/src/game/object_list_processor.c index 8e93ad4a4..390caf384 100644 --- a/src/game/object_list_processor.c +++ b/src/game/object_list_processor.c @@ -265,14 +265,14 @@ void spawn_particle(u32 activeParticleFlag, s16 model, const BehaviorScript *beh void bhv_mario_update(void) { // force indices to be well behaved // this may cause unintended side effects - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (gMarioStates[i].marioObj == NULL) { continue; } gMarioStates[i].marioObj->oBehParams = i + 1; gMarioStates[i].marioObj->globalPlayerIndex = gNetworkPlayers[i].globalIndex; } // set mario state to the current player - int stateIndex = (gCurrentObject->oBehParams - 1); + s32 stateIndex = (gCurrentObject->oBehParams - 1); gMarioState = &gMarioStates[stateIndex]; // sanity check torsoPos, it isn't updated off-screen otherwise @@ -578,12 +578,12 @@ void clear_objects(void) { gTHIWaterDrained = 0; gTimeStopState = 0; gMarioObject = NULL; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { gMarioObjects[i] = NULL; } gMarioCurrentRoom = 0; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { gMarioStates[i].currentRoom = 0; } diff --git a/src/game/platform_displacement.c b/src/game/platform_displacement.c index 4f6b1a4da..62d019c90 100644 --- a/src/game/platform_displacement.c +++ b/src/game/platform_displacement.c @@ -20,7 +20,7 @@ struct Object *gMarioPlatform = NULL; * within 4 units of the floor. Set his referenced platform object accordingly. */ void update_mario_platform(void) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { struct Surface *floor; UNUSED u32 unused; f32 marioX; @@ -177,7 +177,7 @@ void apply_platform_displacement(u32 playerIndex, struct Object *platform) { * If Mario's platform is not null, apply platform displacement. */ void apply_mario_platform_displacement(void) { - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { struct Object* player = gMarioStates[i].marioObj; if (player == NULL) { continue; } diff --git a/src/game/rendering_graph_node.c b/src/game/rendering_graph_node.c index 7f45076b7..c48a57b67 100644 --- a/src/game/rendering_graph_node.c +++ b/src/game/rendering_graph_node.c @@ -1083,7 +1083,7 @@ static void geo_process_object(struct Object *node) { Vec3f scaleInterpolated; if (node->header.gfx.node.flags & GRAPH_RENDER_PLAYER) { gCurGraphNodeMarioState = NULL; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (gMarioStates[i].marioObj == node) { gCurGraphNodeMarioState = &gMarioStates[i]; break; diff --git a/src/game/save_file.c b/src/game/save_file.c index bb133a1bb..a02901eab 100644 --- a/src/game/save_file.c +++ b/src/game/save_file.c @@ -73,7 +73,7 @@ static inline void bswap_signature(struct SaveBlockSignature *data) { * Byteswap all multibyte fields in a MainMenuSaveData. */ static inline void bswap_menudata(struct MainMenuSaveData *data) { - for (int i = 0; i < NUM_SAVE_FILES; ++i) + for (s32 i = 0; i < NUM_SAVE_FILES; ++i) data->coinScoreAges[i] = BSWAP32(data->coinScoreAges[i]); data->soundMode = BSWAP16(data->soundMode); #ifdef VERSION_EU @@ -322,10 +322,10 @@ static void restore_save_file_data(s32 fileIndex, s32 srcSlot) { */ static u8 save_file_need_bswap(const struct SaveBuffer *buf) { // check all signatures just in case - for (int i = 0; i < 2; ++i) { + for (s32 i = 0; i < 2; ++i) { if (buf->menuData[i].signature.magic == BSWAP16(MENU_DATA_MAGIC)) return TRUE; - for (int j = 0; j < NUM_SAVE_FILES; ++j) { + for (s32 j = 0; j < NUM_SAVE_FILES; ++j) { if (buf->files[j][i].signature.magic == BSWAP16(SAVE_FILE_MAGIC)) return TRUE; } @@ -339,7 +339,7 @@ static u8 save_file_need_bswap(const struct SaveBuffer *buf) { static void save_file_bswap(struct SaveBuffer *buf) { bswap_menudata(buf->menuData + 0); bswap_menudata(buf->menuData + 1); - for (int i = 0; i < NUM_SAVE_FILES; ++i) { + for (s32 i = 0; i < NUM_SAVE_FILES; ++i) { bswap_savefile(buf->files[i] + 0); bswap_savefile(buf->files[i] + 1); } @@ -407,7 +407,7 @@ BAD_RETURN(s32) save_file_copy(s32 srcFileIndex, s32 destFileIndex) { #ifdef TEXTSAVES static void save_file_load_textsaves(void) { - for (int file = 0; file < NUM_SAVE_FILES; file++) { + for (s32 file = 0; file < NUM_SAVE_FILES; file++) { read_text_save(file); } gSaveFileModified = TRUE; diff --git a/src/game/screen_transition.c b/src/game/screen_transition.c index 45870cd5c..bc1fc6dea 100644 --- a/src/game/screen_transition.c +++ b/src/game/screen_transition.c @@ -20,8 +20,8 @@ static Gfx *sScreenTransitionVerticesPos[2]; static Vtx *sScreenTransitionVertices; void reset_screen_transition_timers(void) { - for (int i = 0; i < 4; i++) { sTransitionColorFadeCount[i] = 0; } - for (int i = 0; i < 2; i++) { sTransitionTextureFadeCount[i] = 0; } + for (s32 i = 0; i < 4; i++) { sTransitionColorFadeCount[i] = 0; } + for (s32 i = 0; i < 2; i++) { sTransitionTextureFadeCount[i] = 0; } } void patch_screen_transition_interpolated(void) { diff --git a/src/pc/chat_commands.c b/src/pc/chat_commands.c index 08164ca99..732a31041 100644 --- a/src/pc/chat_commands.c +++ b/src/pc/chat_commands.c @@ -18,7 +18,7 @@ static u8 sConfirmPlayerIndex = 0; static struct NetworkPlayer* chat_get_network_player(char* name) { // check for id - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!gNetworkPlayers[i].connected) { continue; } char id[16] = { 0 }; if (snprintf(id, 16, "%d", i) < 0) { @@ -30,7 +30,7 @@ static struct NetworkPlayer* chat_get_network_player(char* name) { } // check for name - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!gNetworkPlayers[i].connected) { continue; } if (strcmp(gNetworkPlayers[i].name, name) == 0) { return &gNetworkPlayers[i]; @@ -86,7 +86,7 @@ bool exec_chat_command(char* command) { char message[600] = { 0 }; char line[128] = { 0 }; strncat(message, "\\#fff982\\Players:\n", 599); - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { struct NetworkPlayer* np = &gNetworkPlayers[i]; if (!np->connected) { continue; } if (gNetworkSystem == &gNetworkSystemSocket) { diff --git a/src/pc/crash_handler.c b/src/pc/crash_handler.c index 8ffcb8013..82c51ab2d 100644 --- a/src/pc/crash_handler.c +++ b/src/pc/crash_handler.c @@ -439,8 +439,8 @@ static CRASH_HANDLER_TYPE crash_handler(EXCEPTION_POINTERS *ExceptionInfo) { crash_handler_add_info_str(&pText, 315, -4 + (8 * 2), "System", (gNetworkSystem == NULL) ? "null" : gNetworkSystem->name); crash_handler_add_info_int(&pText, 315, -4 + (8 * 3), "Players", network_player_connected_count()); - int syncObjects = 0; - for (int i = 0; i < MAX_SYNC_OBJECTS; i++) { + s32 syncObjects = 0; + for (s32 i = 0; i < MAX_SYNC_OBJECTS; i++) { if (gSyncObjects[i].o != NULL) { syncObjects++; } } crash_handler_add_info_int(&pText, 315, -4 + (8 * 4), "SyncObj", syncObjects); @@ -455,9 +455,9 @@ static CRASH_HANDLER_TYPE crash_handler(EXCEPTION_POINTERS *ExceptionInfo) { // Mods crash_handler_set_text(245, 64, 0xFF, 0xFF, 0xFF, "%s", "Mods:"); { - int x = 245; - int y = 72; - for (int i = 0; i < gActiveMods.entryCount; i++) { + s32 x = 245; + s32 y = 72; + for (s32 i = 0; i < gActiveMods.entryCount; i++) { struct Mod* mod = gActiveMods.entries[i]; u8 g = (gPcDebug.lastModRun == mod) ? 0 : 0xFF; crash_handler_set_text(x, y, 0xFF, g, 200, "%.21s", mod->name); @@ -468,10 +468,10 @@ static CRASH_HANDLER_TYPE crash_handler(EXCEPTION_POINTERS *ExceptionInfo) { // Packets crash_handler_set_text(335, 64, 0xFF, 0xFF, 0xFF, "%s", "Packets:"); { - int x = 335; - int y = 72; + s32 x = 335; + s32 y = 72; u8 index = gDebugPacketOnBuffer; - for (int i = 0; i < 128; i++) { + for (s32 i = 0; i < 128; i++) { u8 brightness = (gDebugPacketIdBuffer[index] * 5) % 200; if (gDebugPacketSentBuffer[index]) { crash_handler_set_text(x, y, 0xFF, 0xFF, brightness, "%02X", gDebugPacketIdBuffer[index]); diff --git a/src/pc/fs/dirtree.c b/src/pc/fs/dirtree.c index 3ebdc5fe8..c01c989a2 100644 --- a/src/pc/fs/dirtree.c +++ b/src/pc/fs/dirtree.c @@ -30,7 +30,7 @@ bool fs_dirtree_init(fs_dirtree_t *tree, const size_t entry_len) { void fs_dirtree_free(fs_dirtree_t *tree) { if (!tree) return; if (tree->root) free(tree->root); - for (int i = 0; i < FS_NUMBUCKETS; ++i) { + for (int32_t i = 0; i < FS_NUMBUCKETS; ++i) { fs_dirtree_entry_t *ent, *next; for (ent = tree->buckets[i]; ent; ent = next) { next = ent->next_hash; diff --git a/src/pc/fs/fs.c b/src/pc/fs/fs.c index d0c842e2f..406813761 100644 --- a/src/pc/fs/fs.c +++ b/src/pc/fs/fs.c @@ -73,7 +73,7 @@ static void scan_path_dir(const char *ropath, const char *dir) { fs_pathlist_t plist = fs_sys_enumerate(dirpath, false); if (plist.paths) { qsort(plist.paths, plist.numpaths, sizeof(char *), mount_cmp); - for (int i = 0; i < plist.numpaths; ++i) + for (int32_t i = 0; i < plist.numpaths; ++i) fs_mount(plist.paths[i]); fs_pathlist_free(&plist); } @@ -121,7 +121,7 @@ bool fs_mount(const char *realpath) { void *pack = NULL; fs_packtype_t *packer = NULL; bool tried = false; - for (unsigned int i = 0; i < sizeof(fs_packers) / sizeof(fs_packers[0]); ++i) { + for (uint32_t i = 0; i < sizeof(fs_packers) / sizeof(fs_packers[0]); ++i) { if (ext && sys_strcasecmp(ext, fs_packers[i]->extension)) continue; tried = true; @@ -301,7 +301,7 @@ fs_pathlist_t fs_enumerate(const char *base, const bool recur) { void fs_pathlist_free(fs_pathlist_t *pathlist) { if (!pathlist || !pathlist->paths) return; - for (int i = 0; i < pathlist->numpaths; ++i) + for (int32_t i = 0; i < pathlist->numpaths; ++i) free(pathlist->paths[i]); free(pathlist->paths); pathlist->paths = NULL; diff --git a/src/pc/gfx/gfx_cc.c b/src/pc/gfx/gfx_cc.c index d43f54bc8..bfdce3744 100644 --- a/src/pc/gfx/gfx_cc.c +++ b/src/pc/gfx/gfx_cc.c @@ -1,7 +1,7 @@ #include "gfx_cc.h" void gfx_cc_get_features(uint32_t shader_id, struct CCFeatures *cc_features) { - for (int i = 0; i < 4; i++) { + for (int32_t i = 0; i < 4; i++) { cc_features->c[0][i] = (shader_id >> (i * 3)) & 7; cc_features->c[1][i] = (shader_id >> (12 + i * 3)) & 7; } @@ -15,8 +15,8 @@ void gfx_cc_get_features(uint32_t shader_id, struct CCFeatures *cc_features) { cc_features->used_textures[1] = false; cc_features->num_inputs = 0; - for (int i = 0; i < 2; i++) { - for (int j = 0; j < 4; j++) { + for (int32_t i = 0; i < 2; i++) { + for (int32_t j = 0; j < 4; j++) { if (cc_features->c[i][j] >= SHADER_INPUT_1 && cc_features->c[i][j] <= SHADER_INPUT_4) { if (cc_features->c[i][j] > cc_features->num_inputs) { cc_features->num_inputs = cc_features->c[i][j]; diff --git a/src/pc/gfx/gfx_direct3d11.cpp b/src/pc/gfx/gfx_direct3d11.cpp index 2a9d974a8..c34a4f664 100644 --- a/src/pc/gfx/gfx_direct3d11.cpp +++ b/src/pc/gfx/gfx_direct3d11.cpp @@ -371,7 +371,7 @@ static struct ShaderProgram *gfx_d3d11_create_and_load_new_shader(uint32_t shade if (cc_features.opt_fog) { ied[ied_index++] = { "FOG", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }; } - for (unsigned int i = 0; i < cc_features.num_inputs; i++) { + for (uint32_t i = 0; i < cc_features.num_inputs; i++) { DXGI_FORMAT format = cc_features.opt_alpha ? DXGI_FORMAT_R32G32B32A32_FLOAT : DXGI_FORMAT_R32G32B32_FLOAT; ied[ied_index++] = { "INPUT", i, format, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }; } @@ -601,7 +601,7 @@ static void gfx_d3d11_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_t bool textures_changed = false; - for (int i = 0; i < 2; i++) { + for (int32_t i = 0; i < 2; i++) { if (d3d.shader_program->used_textures[i]) { if (d3d.last_resource_views[i].Get() != d3d.textures[d3d.current_texture_ids[i]].resource_view.Get()) { d3d.last_resource_views[i] = d3d.textures[d3d.current_texture_ids[i]].resource_view.Get(); diff --git a/src/pc/gfx/gfx_direct3d12.cpp b/src/pc/gfx/gfx_direct3d12.cpp index fb3acf115..1e2911977 100644 --- a/src/pc/gfx/gfx_direct3d12.cpp +++ b/src/pc/gfx/gfx_direct3d12.cpp @@ -349,7 +349,7 @@ static void gfx_direct3d12_upload_texture(const uint8_t *rgba32_buf, int width, heap_desc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT; heap_desc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES; ThrowIfFailed(d3d.device->CreateHeap(&heap_desc, IID_PPV_ARGS(&found_heap->heap))); - for (int i = 0; i < textures_per_heap; i++) { + for (int32_t i = 0; i < textures_per_heap; i++) { found_heap->free_list.push_back(i); } } @@ -474,7 +474,7 @@ static void gfx_direct3d12_draw_triangles(float buf_vbo[], size_t buf_vbo_len, s if (prg->shader_id & SHADER_OPT_FOG) { ied[ied_pos++] = D3D12_INPUT_ELEMENT_DESC{"FOG", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}; } - for (int i = 0; i < prg->num_inputs; i++) { + for (int32_t i = 0; i < prg->num_inputs; i++) { DXGI_FORMAT format = (prg->shader_id & SHADER_OPT_ALPHA) ? DXGI_FORMAT_R32G32B32A32_FLOAT : DXGI_FORMAT_R32G32B32_FLOAT; ied[ied_pos++] = D3D12_INPUT_ELEMENT_DESC{"INPUT", (UINT)i, format, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}; } @@ -534,7 +534,7 @@ static void gfx_direct3d12_draw_triangles(float buf_vbo[], size_t buf_vbo_len, s d3d.command_list->SetGraphicsRootConstantBufferView(root_param_index++, d3d.noise_cb->GetGPUVirtualAddress()); } - for (int i = 0; i < 2; i++) { + for (int32_t i = 0; i < 2; i++) { if (prg->used_textures[i]) { struct TextureData& td = d3d.textures[d3d.current_texture_ids[i]]; if (td.last_frame_counter != d3d.frame_counter) { diff --git a/src/pc/gfx/gfx_direct3d_common.cpp b/src/pc/gfx/gfx_direct3d_common.cpp index c4d6014ed..c3249a388 100644 --- a/src/pc/gfx/gfx_direct3d_common.cpp +++ b/src/pc/gfx/gfx_direct3d_common.cpp @@ -6,7 +6,7 @@ #include "gfx_cc.h" void get_cc_features(uint32_t shader_id, CCFeatures *cc_features) { - for (int i = 0; i < 4; i++) { + for (int32_t i = 0; i < 4; i++) { cc_features->c[0][i] = (shader_id >> (i * 3)) & 7; cc_features->c[1][i] = (shader_id >> (12 + i * 3)) & 7; } @@ -20,8 +20,8 @@ void get_cc_features(uint32_t shader_id, CCFeatures *cc_features) { cc_features->used_textures[1] = false; cc_features->num_inputs = 0; - for (int i = 0; i < 2; i++) { - for (int j = 0; j < 4; j++) { + for (int32_t i = 0; i < 2; i++) { + for (int32_t j = 0; j < 4; j++) { if (cc_features->c[i][j] >= SHADER_INPUT_1 && cc_features->c[i][j] <= SHADER_INPUT_4) { if (cc_features->c[i][j] > cc_features->num_inputs) { cc_features->num_inputs = cc_features->c[i][j]; @@ -55,7 +55,7 @@ static void append_line(char *buf, size_t *len, const char *str) { buf[(*len)++] = '\n'; } -static const char *shader_item_to_str(uint32_t item, bool with_alpha, bool only_alpha, bool inputs_have_alpha, bool hint_single_element) { +static const char *shader_item_to_str(int32_t item, bool with_alpha, bool only_alpha, bool inputs_have_alpha, bool hint_single_element) { if (!only_alpha) { switch (item) { default: @@ -161,7 +161,7 @@ void gfx_direct3d_common_build_shader(char buf[4096], size_t& len, size_t& num_f append_line(buf, &len, " float4 fog : FOG;"); num_floats += 4; } - for (int i = 0; i < cc_features.num_inputs; i++) { + for (int32_t i = 0; i < cc_features.num_inputs; i++) { len += sprintf(buf + len, " float%d input%d : INPUT%d;\r\n", cc_features.opt_alpha ? 4 : 3, i + 1, i); num_floats += cc_features.opt_alpha ? 4 : 3; } @@ -224,7 +224,7 @@ void gfx_direct3d_common_build_shader(char buf[4096], size_t& len, size_t& num_f if (cc_features.opt_fog) { append_str(buf, &len, ", float4 fog : FOG"); } - for (int i = 0; i < cc_features.num_inputs; i++) { + for (int32_t i = 0; i < cc_features.num_inputs; i++) { len += sprintf(buf + len, ", float%d input%d : INPUT%d", cc_features.opt_alpha ? 4 : 3, i + 1, i); } append_line(buf, &len, ") {"); @@ -239,7 +239,7 @@ void gfx_direct3d_common_build_shader(char buf[4096], size_t& len, size_t& num_f if (cc_features.opt_fog) { append_line(buf, &len, " result.fog = fog;"); } - for (int i = 0; i < cc_features.num_inputs; i++) { + for (int32_t i = 0; i < cc_features.num_inputs; i++) { len += sprintf(buf + len, " result.input%d = input%d;\r\n", i + 1, i + 1); } append_line(buf, &len, " return result;"); diff --git a/src/pc/gfx/gfx_pc.c b/src/pc/gfx/gfx_pc.c index ab6a64444..45f4b6294 100644 --- a/src/pc/gfx/gfx_pc.c +++ b/src/pc/gfx/gfx_pc.c @@ -228,11 +228,11 @@ static void gfx_generate_cc(struct ColorCombiner *comb, uint32_t cc_id) { uint8_t c[2][4]; uint32_t shader_id = (cc_id >> 24) << 24; uint8_t shader_input_mapping[2][4] = {{0}}; - for (int i = 0; i < 4; i++) { + for (int32_t i = 0; i < 4; i++) { c[0][i] = (cc_id >> (i * 3)) & 7; c[1][i] = (cc_id >> (12 + i * 3)) & 7; } - for (int i = 0; i < 2; i++) { + for (int32_t i = 0; i < 2; i++) { if (c[i][0] == c[i][1] || c[i][2] == CC_0) { c[i][0] = c[i][1] = c[i][2] = 0; } @@ -691,7 +691,7 @@ static void calculate_normal_dir(const Light_t *light, float coeffs[3]) { static void gfx_matrix_mul(float res[4][4], const float a[4][4], const float b[4][4]) { float tmp[4][4]; - for (int i = 0; i < 4; i++) { + for (int32_t i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { tmp[i][j] = a[i][0] * b[0][j] + a[i][1] * b[1][j] + @@ -706,7 +706,7 @@ static void gfx_sp_matrix(uint8_t parameters, const int32_t *addr) { float matrix[4][4]; #if 0 // Original code when fixed point matrices were used - for (int i = 0; i < 4; i++) { + for (int32_t i = 0; i < 4; i++) { for (int j = 0; j < 4; j += 2) { int32_t int_part = addr[i * 2 + j / 2]; uint32_t frac_part = addr[8 + i * 2 + j / 2]; @@ -772,7 +772,7 @@ static void gfx_sp_vertex(size_t n_vertices, size_t dest_index, const Vtx *verti if (rsp.geometry_mode & G_LIGHTING) { if (rsp.lights_changed) { - for (int i = 0; i < rsp.current_num_lights - 1; i++) { + for (int32_t i = 0; i < rsp.current_num_lights - 1; i++) { calculate_normal_dir(&rsp.current_lights[i], rsp.current_lights_coeffs[i]); } static const Light_t lookat_x = {{0, 0, 0}, 0, {0, 0, 0}, 0, {127, 0, 0}, 0}; @@ -786,7 +786,7 @@ static void gfx_sp_vertex(size_t n_vertices, size_t dest_index, const Vtx *verti int g = rsp.current_lights[rsp.current_num_lights - 1].col[1]; int b = rsp.current_lights[rsp.current_num_lights - 1].col[2]; - for (int i = 0; i < rsp.current_num_lights - 1; i++) { + for (int32_t i = 0; i < rsp.current_num_lights - 1; i++) { float intensity = 0; intensity += vn->n[0] * rsp.current_lights_coeffs[i][0]; intensity += vn->n[1] * rsp.current_lights_coeffs[i][1]; @@ -970,7 +970,7 @@ static void gfx_sp_tri1(uint8_t vtx1_idx, uint8_t vtx2_idx, uint8_t vtx3_idx) { bool used_textures[2]; gfx_rapi->shader_get_info(prg, &num_inputs, used_textures); - for (int i = 0; i < 2; i++) { + for (int32_t i = 0; i < 2; i++) { if (used_textures[i]) { if (rdp.textures_changed[i]) { gfx_flush(); @@ -994,7 +994,7 @@ static void gfx_sp_tri1(uint8_t vtx1_idx, uint8_t vtx2_idx, uint8_t vtx3_idx) { bool z_is_from_0_to_1 = gfx_rapi->z_is_from_0_to_1(); - for (int i = 0; i < 3; i++) { + for (int32_t i = 0; i < 3; i++) { float z = v_arr[i]->z, w = v_arr[i]->w; if (z_is_from_0_to_1) { z = (z + w) / 2.0f; @@ -1488,7 +1488,7 @@ static void gfx_dp_fill_rectangle(int32_t ulx, int32_t uly, int32_t lrx, int32_t lry += 1 << 2; } - for (int i = MAX_VERTICES; i < MAX_VERTICES + 4; i++) { + for (int32_t i = MAX_VERTICES; i < MAX_VERTICES + 4; i++) { struct LoadedVertex* v = &rsp.loaded_vertices[i]; v->color = rdp.fill_color; } diff --git a/src/pc/gfx/gfx_sdl2.c b/src/pc/gfx/gfx_sdl2.c index a4960a881..110925fce 100644 --- a/src/pc/gfx/gfx_sdl2.c +++ b/src/pc/gfx/gfx_sdl2.c @@ -68,7 +68,7 @@ int test_vsync(void) { // combination with that we can't control the queue size (i.e. lag) // is a reason this generic SDL2 backend should only be used as last resort. - for (int i = 0; i < 8; ++i) + for (int32_t i = 0; i < 8; ++i) SDL_GL_SwapWindow(wnd); Uint32 start = SDL_GetTicks(); diff --git a/src/pc/lua/smlua_cobject.c b/src/pc/lua/smlua_cobject.c index ba5dd272b..fa949b872 100644 --- a/src/pc/lua/smlua_cobject.c +++ b/src/pc/lua/smlua_cobject.c @@ -40,11 +40,11 @@ struct LuaObjectField* smlua_get_object_field(u16 lot, const char* key) { struct LuaObjectTable* ot = &sLuaObjectTable[lot]; // binary search - int min = 0; - int max = ot->fieldCount - 1; - int i = (min + max) / 2; + s32 min = 0; + s32 max = ot->fieldCount - 1; + s32 i = (min + max) / 2; while (true) { - int rc = strcmp(key, ot->fields[i].key); + s32 rc = strcmp(key, ot->fields[i].key); if (rc == 0) { return &ot->fields[i]; } else if (rc < 0) { @@ -150,7 +150,7 @@ static int smlua_func_define_custom_obj_fields(lua_State* L) { // table is in the stack at index 't' lua_pushnil(L); // first key - int iterationTop = lua_gettop(L); + s32 iterationTop = lua_gettop(L); while (lua_next(L, 1) != 0) { int keyIndex = lua_gettop(L) - 1; int valueIndex = lua_gettop(L) - 0; @@ -508,7 +508,7 @@ void smlua_cobject_init_globals(void) { { lua_newtable(L); int t = lua_gettop(gLuaState); - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { lua_pushinteger(L, i); smlua_push_object(L, LOT_MARIOSTATE, &gMarioStates[i]); lua_settable(L, t); @@ -519,7 +519,7 @@ void smlua_cobject_init_globals(void) { { lua_newtable(L); int t = lua_gettop(gLuaState); - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { lua_pushinteger(L, i); smlua_push_object(L, LOT_NETWORKPLAYER, &gNetworkPlayers[i]); lua_settable(L, t); @@ -530,7 +530,7 @@ void smlua_cobject_init_globals(void) { { lua_newtable(L); int t = lua_gettop(gLuaState); - for (int i = 0; i < CT_MAX; i++) { + for (s32 i = 0; i < CT_MAX; i++) { lua_pushinteger(L, i); smlua_push_object(L, LOT_CHARACTER, &gCharacters[i]); lua_settable(L, t); diff --git a/src/pc/lua/smlua_cobject_allowlist.c b/src/pc/lua/smlua_cobject_allowlist.c index a4e1d8125..831005f81 100644 --- a/src/pc/lua/smlua_cobject_allowlist.c +++ b/src/pc/lua/smlua_cobject_allowlist.c @@ -23,7 +23,7 @@ void smlua_cobject_allowlist_init(void) { } void smlua_cobject_allowlist_shutdown(void) { - for (int i = 0; i < LOT_COUNT; i++) { + for (s32 i = 0; i < LOT_COUNT; i++) { sCachedObjectAllowed[i] = 0; struct CAllowListNode* node = sObjectAllowList[i]; while (node != NULL) { @@ -88,7 +88,7 @@ void smlua_cpointer_allowlist_init(void) { } void smlua_cpointer_allowlist_shutdown(void) { - for (int i = 0; i < LVT_MAX; i++) { + for (s32 i = 0; i < LVT_MAX; i++) { sCachedPointerAllowed[i] = 0; struct CAllowListNode* node = sPointerAllowList[i]; while (node != NULL) { diff --git a/src/pc/lua/smlua_functions_autogen.c b/src/pc/lua/smlua_functions_autogen.c index 5e268201a..046d94b1b 100644 --- a/src/pc/lua/smlua_functions_autogen.c +++ b/src/pc/lua/smlua_functions_autogen.c @@ -33,7 +33,7 @@ int smlua_func_get_behavior_from_id(lua_State* L) { if(!smlua_functions_valid_param_count(L, 1)) { return 0; } - int id = smlua_to_integer(L, 1); + s32 id = smlua_to_integer(L, 1); if (!gSmLuaConvertSuccess) { return 0; } smlua_push_pointer(L, LVT_BEHAVIORSCRIPT_P, (void*)get_behavior_from_id(id)); diff --git a/src/pc/lua/smlua_sync_table.c b/src/pc/lua/smlua_sync_table.c index df20cbbf0..5853ec08e 100644 --- a/src/pc/lua/smlua_sync_table.c +++ b/src/pc/lua/smlua_sync_table.c @@ -468,7 +468,7 @@ void smlua_sync_table_init_globals(char* path, u16 modRemoteIndex) { int internalTableIndex = lua_gettop(L); // create player sync tables - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { lua_pushinteger(L, i); int keyIndex = lua_gettop(L); smlua_sync_table_create(modRemoteIndex, LST_PLAYER, &tableIndex, &keyIndex); @@ -547,7 +547,7 @@ static void smlua_sync_table_send_all_file(u8 toLocalIndex, const char* path) { { lua_getfield(L, -1, "gPlayerSyncTable"); - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { // get gPlayerSyncTable[i] lua_pushinteger(L, i); lua_gettable(L, -2); diff --git a/src/pc/network/ban_list.c b/src/pc/network/ban_list.c index 5096f603e..c063d07c9 100644 --- a/src/pc/network/ban_list.c +++ b/src/pc/network/ban_list.c @@ -36,7 +36,7 @@ bool ban_list_contains(char* address) { return false; } - for (int i = 0; i < gBanCount; i++) { + for (s32 i = 0; i < gBanCount; i++) { if (gBanAddresses[i] == NULL) { continue; } if (strcmp(address, gBanAddresses[i]) == 0) { return true; diff --git a/src/pc/network/network.c b/src/pc/network/network.c index 795f08352..f6ad16ecf 100644 --- a/src/pc/network/network.c +++ b/src/pc/network/network.c @@ -230,8 +230,8 @@ void network_send_to(u8 localIndex, struct Packet* p) { // rate limit packets bool tooManyPackets = false; - int maxPacketsPerSecond = (gNetworkType == NT_SERVER) ? (MAX_PACKETS_PER_SECOND_PER_PLAYER * (u16)network_player_connected_count()) : MAX_PACKETS_PER_SECOND_PER_PLAYER; - static int sPacketsPerSecond[MAX_PLAYERS] = { 0 }; + s32 maxPacketsPerSecond = (gNetworkType == NT_SERVER) ? (MAX_PACKETS_PER_SECOND_PER_PLAYER * (u16)network_player_connected_count()) : MAX_PACKETS_PER_SECOND_PER_PLAYER; + static s32 sPacketsPerSecond[MAX_PLAYERS] = { 0 }; static f32 sPacketsPerSecondTime[MAX_PLAYERS] = { 0 }; f32 currentTime = clock_elapsed(); if ((currentTime - sPacketsPerSecondTime[localIndex]) > 0) { @@ -280,7 +280,7 @@ void network_send(struct Packet* p) { } } - for (int i = 1; i < MAX_PLAYERS; i++) { + for (s32 i = 1; i < MAX_PLAYERS; i++) { struct NetworkPlayer* np = &gNetworkPlayers[i]; if (!np->connected) { continue; } diff --git a/src/pc/network/packets/packet.c b/src/pc/network/packets/packet.c index 18eedb02b..eb1b6389c 100644 --- a/src/pc/network/packets/packet.c +++ b/src/pc/network/packets/packet.c @@ -136,7 +136,7 @@ void packet_receive(struct Packet* p) { if (p->localIndex != 0 && p->localIndex != UNKNOWN_LOCAL_INDEX && p->seqId != 0 && gNetworkPlayers[p->localIndex].connected) { u32 packetHash = packet_hash(p); struct NetworkPlayer* np = &gNetworkPlayers[p->localIndex]; - for (int i = 0; i < MAX_RX_SEQ_IDS; i++) { + for (s32 i = 0; i < MAX_RX_SEQ_IDS; i++) { if (np->rxSeqIds[i] == p->seqId && np->rxPacketHash[i] == packetHash) { LOG_INFO("received duplicate packet %u", packetType); return; @@ -170,7 +170,7 @@ void packet_receive(struct Packet* p) { // broadcast packet if (p->requestBroadcast) { if (gNetworkType == NT_SERVER && gNetworkSystem->requireServerBroadcast) { - for (int i = 1; i < MAX_PLAYERS; i++) { + for (s32 i = 1; i < MAX_PLAYERS; i++) { if (!gNetworkPlayers[i].connected) { continue; } if (i == p->localIndex) { continue; } struct Packet p2 = { 0 }; diff --git a/src/pc/network/packets/packet_area.c b/src/pc/network/packets/packet_area.c index 17da67392..7e459995a 100644 --- a/src/pc/network/packets/packet_area.c +++ b/src/pc/network/packets/packet_area.c @@ -19,7 +19,7 @@ u8 sRemoveSyncIdsIndex = 0; void area_remove_sync_ids_add(u8 syncId) { if (syncId >= RESERVED_IDS_SYNC_OBJECT_OFFSET) { return; } - for (int i = 0; i < sRemoveSyncIdsIndex; i++) { + for (s32 i = 0; i < sRemoveSyncIdsIndex; i++) { if (sRemoveSyncIds[i] == syncId) { return; } } sRemoveSyncIds[sRemoveSyncIdsIndex++] = syncId; @@ -59,14 +59,14 @@ void network_send_area(struct NetworkPlayer* toNp) { // write sync id removals packet_write(&p, &sRemoveSyncIdsIndex, sizeof(u8)); - for (int i = 0; i < sRemoveSyncIdsIndex; i++) { + for (s32 i = 0; i < sRemoveSyncIdsIndex; i++) { packet_write(&p, &sRemoveSyncIds[i], sizeof(u8)); LOG_INFO("tx remove sync id %d", sRemoveSyncIds[i]); } // count respawners and write u8 respawnerCount = 0; - for (int i = 0; i < MAX_SYNC_OBJECTS; i++) { + for (s32 i = 0; i < MAX_SYNC_OBJECTS; i++) { struct SyncObject* so = &gSyncObjects[i]; if (so == NULL || so->o == NULL || so->o->behavior != bhvRespawner) { continue; } respawnerCount++; @@ -74,7 +74,7 @@ void network_send_area(struct NetworkPlayer* toNp) { packet_write(&p, &respawnerCount, sizeof(u8)); // write respawners - for (int i = 0; i < MAX_SYNC_OBJECTS; i++) { + for (s32 i = 0; i < MAX_SYNC_OBJECTS; i++) { struct SyncObject* so = &gSyncObjects[i]; if (so == NULL || so->o == NULL || so->o->behavior != bhvRespawner) { continue; } u32 behaviorToRespawn = get_id_from_behavior(so->o->oRespawnerBehaviorToRespawn); @@ -93,7 +93,7 @@ void network_send_area(struct NetworkPlayer* toNp) { network_send_to(toNp->localIndex, &p); // send non-static objects - for (int i = RESERVED_IDS_SYNC_OBJECT_OFFSET; i < MAX_SYNC_OBJECTS; i++) { + for (s32 i = RESERVED_IDS_SYNC_OBJECT_OFFSET; i < MAX_SYNC_OBJECTS; i++) { struct SyncObject* so = &gSyncObjects[i]; if (so == NULL || so->o == NULL || so->o->oSyncID != (u32)i) { continue; } if (so->o->behavior == bhvRespawner) { continue; } @@ -102,7 +102,7 @@ void network_send_area(struct NetworkPlayer* toNp) { // TODO: move find model to a utility file/function // find model u32 model = 0; - for (int j = 0; j < 256; j++) { + for (s32 j = 0; j < 256; j++) { if (so->o->header.gfx.sharedChild == gLoadedGraphNodes[j]) { model = j; break; @@ -115,7 +115,7 @@ void network_send_area(struct NetworkPlayer* toNp) { } // send last reliable ent packet - for (int i = 0; i < MAX_SYNC_OBJECTS; i++) { + for (s32 i = 0; i < MAX_SYNC_OBJECTS; i++) { struct SyncObject* so = &gSyncObjects[i]; if (so == NULL || so->o == NULL) { continue; } if (so->lastReliablePacketIsStale) { continue; } diff --git a/src/pc/network/packets/packet_collect_star.c b/src/pc/network/packets/packet_collect_star.c index 7d2b3ae2d..0ac3047d2 100644 --- a/src/pc/network/packets/packet_collect_star.c +++ b/src/pc/network/packets/packet_collect_star.c @@ -87,7 +87,7 @@ void network_receive_collect_star(struct Packet* p) { save_file_collect_star_or_key(coinScore, starIndex, 1); s32 numStars = save_file_get_total_star_count(gCurrSaveFileNum - 1, COURSE_MIN - 1, COURSE_MAX - 1); - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { gMarioStates[i].numStars = numStars; } diff --git a/src/pc/network/packets/packet_debug_sync.c b/src/pc/network/packets/packet_debug_sync.c index 44ca7a1ac..c33a6c246 100644 --- a/src/pc/network/packets/packet_debug_sync.c +++ b/src/pc/network/packets/packet_debug_sync.c @@ -4,7 +4,7 @@ static void print_sync_object_table(void) { LOG_INFO("Sync Object Table"); - for (int i = 0; i < MAX_SYNC_OBJECTS; i++) { + for (s32 i = 0; i < MAX_SYNC_OBJECTS; i++) { if (gSyncObjects[i].o == NULL) { continue; } u32 behaviorId = get_id_from_behavior(gSyncObjects[i].behavior); LOG_INFO("%03d: %08X", i, behaviorId); @@ -15,7 +15,7 @@ static void print_sync_object_table(void) { void network_send_debug_sync(void) { u8 objectCount = 0; - for (int i = 0; i < MAX_SYNC_OBJECTS; i++) { + for (s32 i = 0; i < MAX_SYNC_OBJECTS; i++) { if (gSyncObjects[i].o == NULL) { continue; } objectCount++; } @@ -23,7 +23,7 @@ void network_send_debug_sync(void) { struct Packet p = { 0 }; packet_init(&p, PACKET_DEBUG_SYNC, true, PLMT_AREA); packet_write(&p, &objectCount, sizeof(u8)); - for (int i = 0; i < MAX_SYNC_OBJECTS; i++) { + for (s32 i = 0; i < MAX_SYNC_OBJECTS; i++) { if (gSyncObjects[i].o == NULL) { continue; } u32 behaviorId = get_id_from_behavior((gSyncObjects[i].behavior == NULL) ? gSyncObjects[i].behavior : gSyncObjects[i].o->behavior); packet_write(&p, &i, sizeof(u8)); @@ -37,7 +37,7 @@ void network_receive_debug_sync(struct Packet* p) { u32 remoteBehaviorIds[MAX_SYNC_OBJECTS] = { 0 }; packet_read(p, &objectCount, sizeof(u8)); - for (int i = 0; i < objectCount; i++) { + for (s32 i = 0; i < objectCount; i++) { u8 j; u32 behaviorId; packet_read(p, &j, sizeof(u8)); @@ -46,7 +46,7 @@ void network_receive_debug_sync(struct Packet* p) { } bool hasMismatch = false; - for (int i = 0; i < MAX_SYNC_OBJECTS; i++) { + for (s32 i = 0; i < MAX_SYNC_OBJECTS; i++) { u32 localBehaviorId = (gSyncObjects[i].o == NULL) ? 0 : get_id_from_behavior(gSyncObjects[i].behavior); u32 remoteBehaviorId = remoteBehaviorIds[i]; if (localBehaviorId != remoteBehaviorId) { @@ -58,7 +58,7 @@ void network_receive_debug_sync(struct Packet* p) { LOG_INFO(" "); LOG_INFO("Sync Object Table Mismatch"); - for (int i = 0; i < MAX_SYNC_OBJECTS; i++) { + for (s32 i = 0; i < MAX_SYNC_OBJECTS; i++) { u32 localBehaviorId = (gSyncObjects[i].o == NULL) ? 0 : get_id_from_behavior(gSyncObjects[i].behavior); u32 remoteBehaviorId = remoteBehaviorIds[i]; if (localBehaviorId == 0 && remoteBehaviorId == 0) { continue; } diff --git a/src/pc/network/packets/packet_download.c b/src/pc/network/packets/packet_download.c index 3caa08e4b..2c2178106 100644 --- a/src/pc/network/packets/packet_download.c +++ b/src/pc/network/packets/packet_download.c @@ -16,10 +16,10 @@ extern float gDownloadProgress; void network_start_download_requests(void) { sTotalDownloadBytes = 0; gDownloadProgress = 0; - for (int i = 0; i < gRemoteMods.entryCount; i++) { + for (s32 i = 0; i < gRemoteMods.entryCount; i++) { struct Mod* mod = gRemoteMods.entries[i]; mod->enabled = true; - for (int j = 0; j < mod->fileCount; j++) { + for (s32 j = 0; j < mod->fileCount; j++) { struct ModFile* file = &mod->files[j]; char fullPath[SYS_MAX_PATH] = { 0 }; if (!mod_file_full_path(fullPath, mod, file)) { @@ -39,9 +39,9 @@ void network_start_download_requests(void) { void network_send_next_download_request(void) { SOFT_ASSERT(gNetworkType == NT_CLIENT); - for (int i = 0; i < gRemoteMods.entryCount; i++) { + for (s32 i = 0; i < gRemoteMods.entryCount; i++) { struct Mod* mod = gRemoteMods.entries[i]; - for (int j = 0; j < mod->fileCount; j++) { + for (s32 j = 0; j < mod->fileCount; j++) { struct ModFile* file = &mod->files[j]; if (file->complete) { continue; } //LOG_INFO("sending download request: %d, %d, %lld", i, file->remoteIndex, file->curOffset); @@ -64,7 +64,7 @@ void network_send_download_request(u16 modIndex, u16 fileIndex, u64 offset) { struct Mod* mod = gRemoteMods.entries[modIndex]; struct ModFile* file = &mod->files[fileIndex]; - for (int i = 0; i < OFFSET_COUNT; i++) { + for (s32 i = 0; i < OFFSET_COUNT; i++) { sOffset[i] = offset + CHUNK_SIZE * i; sWaitingForOffset[i] = (sOffset[i] < file->size); } @@ -96,7 +96,7 @@ void network_receive_download_request(struct Packet* p) { struct ModFile* file = &mod->files[fileIndex]; - for (int i = 0; i < OFFSET_COUNT; i++) { + for (s32 i = 0; i < OFFSET_COUNT; i++) { u64 o = offset + CHUNK_SIZE * i; if (o >= file->size) { break; } network_send_download(modIndex, fileIndex, o); @@ -206,7 +206,7 @@ void network_receive_download(struct Packet* p) { // check if we're still waiting for chunks bool found = false; bool waiting = false; - for (int i = 0; i < OFFSET_COUNT; i++) { + for (s32 i = 0; i < OFFSET_COUNT; i++) { if (sOffset[i] == offset) { found = sWaitingForOffset[i]; sWaitingForOffset[i] = false; diff --git a/src/pc/network/packets/packet_join.c b/src/pc/network/packets/packet_join.c index 458c36dc0..ec1f97d37 100644 --- a/src/pc/network/packets/packet_join.c +++ b/src/pc/network/packets/packet_join.c @@ -115,7 +115,7 @@ void network_send_join(struct Packet* joinRequestPacket) { struct StringLinkedList* node = &gRegisteredMods; char nullchar = '\0'; while (node != NULL && node->string != NULL) { - int length = strlen(node->string); + s32 length = strlen(node->string); packet_write(&p, node->string, sizeof(u8) * length); packet_write(&p, &nullchar, sizeof(u8)); LOG_INFO("sending registered mod: %s", node->string); @@ -176,9 +176,9 @@ void network_receive_join(struct Packet* p) { Cheats.EnableCheats = gServerSettings.enableCheats; struct StringLinkedList head = { 0 }; - for (int i = 0; i < modCount; i++) { + for (s32 i = 0; i < modCount; i++) { char* modName = (char*) &p->buffer[p->cursor]; - int length = strlen(modName); + s32 length = strlen(modName); LOG_INFO("host has mod: %s", modName); string_linked_list_append(&head, modName); p->cursor += length + 1; diff --git a/src/pc/network/packets/packet_level.c b/src/pc/network/packets/packet_level.c index 554eb4e62..321a6102f 100644 --- a/src/pc/network/packets/packet_level.c +++ b/src/pc/network/packets/packet_level.c @@ -76,7 +76,7 @@ void network_receive_level(struct Packet* p) { // hacky way to override red coins collected gRedCoinsCollected = redCoinsCollected; - for (int i = 0; i < OBJECT_POOL_CAPACITY; i++) { + for (s32 i = 0; i < OBJECT_POOL_CAPACITY; i++) { struct Object* o = &gObjectPool[i]; if (o->behavior == bhvBowserCourseRedCoinStar || o->behavior == bhvHiddenRedCoinStar) { o->oHiddenStarTriggerCounter = redCoinsCollected; diff --git a/src/pc/network/packets/packet_level_macro.c b/src/pc/network/packets/packet_level_macro.c index 0a5643040..dade490e1 100644 --- a/src/pc/network/packets/packet_level_macro.c +++ b/src/pc/network/packets/packet_level_macro.c @@ -16,7 +16,7 @@ // TODO: move to common utility location static struct Object* get_object_matching_respawn_info(s16* respawnInfo) { - for (int i = 0; i < OBJECT_POOL_CAPACITY; i++) { + for (s32 i = 0; i < OBJECT_POOL_CAPACITY; i++) { struct Object* o = &gObjectPool[i]; if (o->respawnInfo == respawnInfo) { return o; } } @@ -114,7 +114,7 @@ void network_send_level_macro(struct NetworkPlayer* destNp) { return; } - for (int i = 0; i < 8; i++) { + for (s32 i = 0; i < 8; i++) { network_send_level_macro_area(destNp, i); } } @@ -195,7 +195,7 @@ void network_receive_level_macro(struct Packet* p) { o->oCoinUnkF4 = (o->oBehParams >> 8) & 0xFF; u8 childIndex = 0; - for (int i = 0; i < OBJECT_POOL_CAPACITY; i++) { + for (s32 i = 0; i < OBJECT_POOL_CAPACITY; i++) { struct Object* o2 = &gObjectPool[i]; if (o2->parentObj != o) { continue; } if (o2 == o) { continue; } @@ -206,7 +206,7 @@ void network_receive_level_macro(struct Packet* p) { } LOG_INFO("rx macro special: coin formation"); } else if (behavior == bhvGoombaTripletSpawner) { - for (int i = 0; i < OBJECT_POOL_CAPACITY; i++) { + for (s32 i = 0; i < OBJECT_POOL_CAPACITY; i++) { struct Object* o2 = &gObjectPool[i]; if (o2->parentObj != o) { continue; } if (o2 == o) { continue; } diff --git a/src/pc/network/packets/packet_level_respawn_info.c b/src/pc/network/packets/packet_level_respawn_info.c index c1af4a629..0e1514180 100644 --- a/src/pc/network/packets/packet_level_respawn_info.c +++ b/src/pc/network/packets/packet_level_respawn_info.c @@ -130,7 +130,7 @@ void network_send_level_respawn_info(struct Object* o, u8 respawnInfoBits) { // send the packet if (gNetworkType == NT_SERVER) { // broadcast - for (int i = 1; i < MAX_PLAYERS; i++) { + for (s32 i = 1; i < MAX_PLAYERS; i++) { struct NetworkPlayer* np = &gNetworkPlayers[i]; if (!np->connected) { continue; } if (!np->currLevelSyncValid) { continue; } @@ -178,7 +178,7 @@ void network_receive_level_respawn_info(struct Packet* p) { } // broadcast this change to the other players in that level - for (int i = 1; i < MAX_PLAYERS; i++) { + for (s32 i = 1; i < MAX_PLAYERS; i++) { struct NetworkPlayer* np = &gNetworkPlayers[i]; if (!np->connected) { continue; } if (!np->currLevelSyncValid) { continue; } diff --git a/src/pc/network/packets/packet_level_spawn_info.c b/src/pc/network/packets/packet_level_spawn_info.c index 2011a958f..2ce9f05ae 100644 --- a/src/pc/network/packets/packet_level_spawn_info.c +++ b/src/pc/network/packets/packet_level_spawn_info.c @@ -15,7 +15,7 @@ // TODO: move to common utility location static struct Object* get_object_matching_respawn_info(u32* respawnInfo) { - for (int i = 0; i < OBJECT_POOL_CAPACITY; i++) { + for (s32 i = 0; i < OBJECT_POOL_CAPACITY; i++) { struct Object* o = &gObjectPool[i]; if (o->respawnInfo == respawnInfo) { return o; } } @@ -84,7 +84,7 @@ void network_send_level_spawn_info(struct NetworkPlayer* destNp) { return; } - for (int i = 0; i < 8; i++) { + for (s32 i = 0; i < 8; i++) { network_send_level_spawn_info_area(destNp, i); } } diff --git a/src/pc/network/packets/packet_lua_sync_table.c b/src/pc/network/packets/packet_lua_sync_table.c index 46865a255..9c478f584 100644 --- a/src/pc/network/packets/packet_lua_sync_table.c +++ b/src/pc/network/packets/packet_lua_sync_table.c @@ -121,7 +121,7 @@ void network_send_lua_sync_table(u8 toLocalIndex, u64 seq, u16 modRemoteIndex, u packet_write(&p, &lntKeyCount, sizeof(u16)); //LOG_INFO("TX SYNC (%llu):", seq); - for (int i = 0; i < lntKeyCount; i++) { + for (s32 i = 0; i < lntKeyCount; i++) { if (!packet_write_lnt(&p, &lntKeys[i])) { return; } //LOG_INFO(" %s", smlua_lnt_to_str(&lntKeys[i])); } @@ -151,7 +151,7 @@ void network_receive_lua_sync_table(struct Packet* p) { packet_read(p, &lntKeyCount, sizeof(u16)); //LOG_INFO("RX SYNC (%llu):", seq); - for (int i = 0; i < lntKeyCount; i++) { + for (s32 i = 0; i < lntKeyCount; i++) { if (!packet_read_lnt(p, &lntKeys[i])) { goto cleanup; } //LOG_INFO(" %s", smlua_lnt_to_str(&lntKeys[i])); } @@ -162,7 +162,7 @@ void network_receive_lua_sync_table(struct Packet* p) { smlua_set_sync_table_field_from_network(seq, modRemoteIndex, lntKeyCount, lntKeys, &lntValue); cleanup: - for (int i = 0; i < lntKeyCount; i++) { + for (s32 i = 0; i < lntKeyCount; i++) { if (lntKeys[i].type != LST_NETWORK_TYPE_STRING) { continue; } if (lntKeys[i].value.string == NULL) { continue; } free(lntKeys[i].value.string); diff --git a/src/pc/network/packets/packet_object.c b/src/pc/network/packets/packet_object.c index fd2255c95..a6cd40ecb 100644 --- a/src/pc/network/packets/packet_object.c +++ b/src/pc/network/packets/packet_object.c @@ -94,11 +94,11 @@ static bool should_own_object(struct SyncObject* so) { } if (gMarioStates[0].heldByObj == so->o) { return true; } - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (gMarioStates[i].heldByObj == so->o) { return false; } } if (so->o->oHeldState == HELD_HELD && so->o->heldByPlayerIndex == 0) { return true; } - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (i != 0 && !is_player_active(&gMarioStates[i])) { continue; } if (player_distance(&gMarioStates[0], so->o) > player_distance(&gMarioStates[i], so->o)) { return false; } } @@ -133,7 +133,7 @@ struct SyncObject* network_init_object(struct Object *o, float maxSyncDistance) so->lastReliablePacketIsStale = false; so->rememberLastReliablePacket = true; so->behavior = (BehaviorScript*)o->behavior; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { so->rxEventId[i] = 0; } so->txEventId = 0; @@ -222,7 +222,7 @@ void network_clear_sync_objects(void) { u8 network_find_cached_sync_id(struct Object* o) { u8 behaviorId = get_id_from_behavior(o->behavior); - for (int i = 1; i < 256; i++) { + for (s32 i = 1; i < 256; i++) { if (gSyncObjects[i].o != NULL) { continue; } u8 cachedBehaviorId = gCurrentArea->cachedBehaviors[i]; if (cachedBehaviorId != behaviorId) { continue; } @@ -243,7 +243,7 @@ bool network_set_sync_id(struct Object* o) { syncId = network_find_cached_sync_id(o); if (syncId == 0) { // while loading, just fill in sync ids from 1 to MAX_SYNC_OBJECTS - for (int i = 1; i < MAX_SYNC_OBJECTS; i++) { + for (s32 i = 1; i < MAX_SYNC_OBJECTS; i++) { sNextSyncId++; sNextSyncId = sNextSyncId % RESERVED_IDS_SYNC_OBJECT_OFFSET; if (gSyncObjects[sNextSyncId].o != NULL) { continue; } @@ -662,10 +662,10 @@ void network_receive_object(struct Packet* p) { deltaPos[0] = o->oPosX - oldPos[0]; deltaPos[2] = o->oPosY - oldPos[1]; deltaPos[1] = o->oPosZ - oldPos[2]; - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].marioObj->platform != o) { continue; } - for (int j = 0; j < 3; j++) { gMarioStates[i].pos[j] += deltaPos[j]; } + for (s32 j = 0; j < 3; j++) { gMarioStates[i].pos[j] += deltaPos[j]; } } } diff --git a/src/pc/network/packets/packet_ordered.c b/src/pc/network/packets/packet_ordered.c index fc0fe70d7..92192bc6a 100644 --- a/src/pc/network/packets/packet_ordered.c +++ b/src/pc/network/packets/packet_ordered.c @@ -222,7 +222,7 @@ void packet_ordered_clear(u8 globalIndex) { void packet_ordered_update(void) { f32 currentClock = clock_elapsed(); // check all ordered tables for a time out - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { struct OrderedPacketTable* opt = orderedPacketTable[i]; while (opt != NULL) { struct OrderedPacketTable* optNext = opt->next; diff --git a/src/pc/network/reservation_area.c b/src/pc/network/reservation_area.c index 0dcebfc07..19d068709 100644 --- a/src/pc/network/reservation_area.c +++ b/src/pc/network/reservation_area.c @@ -40,7 +40,7 @@ void reservation_area_debug(void) { printf("\n============ %02d ============\n", gNetworkPlayerLocal->globalIndex); printf("reservation area per player:\n"); - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { struct ReservationArea* ra = sReservationAreaPerPlayer[i]; if (ra != NULL) { printf(" %d : (%d, %d, %d, %d)\n", i, ra->courseNum, ra->actNum, ra->levelNum, ra->areaIndex); diff --git a/src/pc/pc_main.c b/src/pc/pc_main.c index a098d42b1..d39767edc 100644 --- a/src/pc/pc_main.c +++ b/src/pc/pc_main.c @@ -132,7 +132,7 @@ void produce_one_frame(void) { u32 num_audio_samples = samples_left < audio_api->get_desired_buffered() ? SAMPLES_HIGH : SAMPLES_LOW; //printf("Audio samples: %d %u\n", samples_left, num_audio_samples); s16 audio_buffer[SAMPLES_HIGH * 2 * 2]; - for (int i = 0; i < 2; i++) { + for (s32 i = 0; i < 2; i++) { /*if (audio_cnt-- == 0) { audio_cnt = 2; } @@ -202,7 +202,7 @@ static void on_anim_frame(double time) { target_time = time - 0.010; } - for (int i = 0; i < 2; i++) { + for (s32 i = 0; i < 2; i++) { // If refresh rate is 15 Hz or something we might need to generate two frames if (time >= target_time) { produce_one_frame(); diff --git a/src/pc/utils/misc.c b/src/pc/utils/misc.c index b01000bc0..dfd671804 100644 --- a/src/pc/utils/misc.c +++ b/src/pc/utils/misc.c @@ -20,7 +20,7 @@ float smoothstep(float edge0, float edge1, float x) { void update_all_mario_stars(void) { s32 numStars = save_file_get_total_star_count(gCurrSaveFileNum - 1, COURSE_MIN - 1, COURSE_MAX - 1); - for (int i = 0; i < MAX_PLAYERS; i++) { + for (s32 i = 0; i < MAX_PLAYERS; i++) { gMarioStates[i].numStars = numStars; } } @@ -37,8 +37,8 @@ static void _clock_gettime(struct timespec* clock_time) { #ifdef DEVELOPMENT // give each instance a random offset for testing purposed - static int randomOffset1 = 0; - static int randomOffset2 = 0; + static s32 randomOffset1 = 0; + static s32 randomOffset2 = 0; if (randomOffset1 == 0) { time_t t; srand((unsigned)time(&t));