Redo ACustomInventory::CallStateChain to check return types

This commit is contained in:
Randy Heit 2016-02-18 22:05:10 -06:00
parent b8a16600ac
commit ade780d810
2 changed files with 51 additions and 18 deletions

View File

@ -108,51 +108,84 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState *state)
{
INTBOOL result = false;
int counter = 0;
int retval, numret;
VMReturn ret;
ret.IntAt(&retval);
VMValue params[3] = { actor, this, 0 };
// We accept return types of `state`, `(int|bool)` or `state, (int|bool)`.
// The last one is for the benefit of A_Warp and A_Teleport.
int retval, numret;
FState *nextstate;
VMReturn ret[2];
ret[0].PointerAt((void **)&nextstate);
ret[1].IntAt(&retval);
this->flags5 |= MF5_INSTATECALL;
FState *savedstate = this->state;
while (state != NULL)
{
this->state = state;
nextstate = NULL; // assume no jump
if (state->ActionFunc != NULL)
{
VMFrameStack stack;
PPrototype *proto = state->ActionFunc->Proto;
VMReturn *wantret;
params[2] = VMValue(state, ATAG_STATE);
retval = true; // assume success
numret = stack.Call(state->ActionFunc, params, countof(params), &ret, 1);
wantret = NULL; // assume no return value wanted
numret = 0;
// For functions that return nothing (or return some type
// we don't care about), we pretend they return true,
// thanks to the values set just above.
if (proto->ReturnTypes.Size() == 1)
{
if (proto->ReturnTypes[0] == TypeState)
{ // Function returns a state
wantret = &ret[0];
}
else if (proto->ReturnTypes[0] == TypeSInt32 || proto->ReturnTypes[0] == TypeBool)
{ // Function returns an int or bool
wantret = &ret[1];
}
numret = 1;
}
else if (proto->ReturnTypes.Size() == 2)
{
if (proto->ReturnTypes[0] == TypeState &&
(proto->ReturnTypes[1] == TypeSInt32 || proto->ReturnTypes[1] == TypeBool))
{ // Function returns a state and an int or bool
wantret = &ret[0];
numret = 2;
}
}
stack.Call(state->ActionFunc, params, countof(params), wantret, numret);
// As long as even one state succeeds, the whole chain succeeds unless aborted below.
// A state that wants to jump does not count as "succeeded".
if (nextstate != NULL)
{
result |= retval;
}
}
// Since there are no delays it is a good idea to check for infinite loops here!
counter++;
if (counter >= 10000) break;
if (this->state == state)
if (nextstate == NULL)
{
FState *next = state->GetNextState();
nextstate = state->GetNextState();
if (state == next)
if (state == nextstate)
{ // Abort immediately if the state jumps to itself!
result = false;
break;
}
// If both variables are still the same there was no jump
// so we must advance to the next state.
state = next;
}
else
{
state = this->state;
}
state = nextstate;
}
this->flags5 &= ~MF5_INSTATECALL;
this->state = savedstate;

View File

@ -551,7 +551,7 @@ begin:
}
stack->PopFrame();
}
assert(numret == C);
assert(numret == C && "Number of parameters returned differs from what was expected by the caller");
for (b = B; b != 0; --b)
{
reg.param[--f->NumParam].~VMValue();