mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Redo ACustomInventory::CallStateChain to check return types
This commit is contained in:
parent
b8a16600ac
commit
ade780d810
2 changed files with 51 additions and 18 deletions
|
@ -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;
|
||||
|
|
|
@ -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();
|
||||
|
|
Loading…
Reference in a new issue