From fcceeb814a3d7b4e09930a8d2c731b9975e27f46 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Tue, 17 Jul 2012 05:31:41 +0000 Subject: [PATCH] - Changed state calls to use the VM's standard return value mechanism. StateCallData has been removed as a result, so now action functions take a minimum of three parameters rather than four. SVN r3770 (scripting) --- src/actor.h | 2 +- src/info.cpp | 5 +- src/info.h | 8 +- src/thingdef/thingdef.cpp | 5 +- src/thingdef/thingdef.h | 16 +- src/thingdef/thingdef_codeptr.cpp | 288 ++++++++++++++++-------------- src/zscript/vmdisasm.cpp | 4 +- 7 files changed, 165 insertions(+), 163 deletions(-) diff --git a/src/actor.h b/src/actor.h index f5cf9e648b..b36f3667bc 100644 --- a/src/actor.h +++ b/src/actor.h @@ -268,7 +268,7 @@ enum // --- mobj.flags5 --- - /* = 0x00000001, */ + MF5_INSTATECALL = 0x00000001, // This actor is being run through CallStateChain /* = 0x00000002, */ MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances. /* = 0x00000008, */ diff --git a/src/info.cpp b/src/info.cpp index 76e2c11c4d..01a3e3a255 100644 --- a/src/info.cpp +++ b/src/info.cpp @@ -57,13 +57,12 @@ extern void ClearStrifeTypes(); TArray PClassActor::AllActorClasses; -bool FState::CallAction(AActor *self, AActor *stateowner, StateCallData *statecall) +bool FState::CallAction(AActor *self, AActor *stateowner) { if (ActionFunc != NULL) { - //ActionFunc(self, stateowner, this, ParameterIndex-1, statecall); VMFrameStack stack; - VMValue params[4] = { self, stateowner, VMValue(this, ATAG_STATE), statecall }; + VMValue params[3] = { self, stateowner, VMValue(this, ATAG_STATE) }; stack.Call(ActionFunc, params, countof(params), NULL, 0, NULL); return true; } diff --git a/src/info.h b/src/info.h index 62f5f68ddb..6a82f2a047 100644 --- a/src/info.h +++ b/src/info.h @@ -109,7 +109,7 @@ struct FState Frame = frame - 'A'; } void SetAction(VMFunction *func) { ActionFunc = func; } - bool CallAction(AActor *self, AActor *stateowner, StateCallData *statecall = NULL); + bool CallAction(AActor *self, AActor *stateowner); static PClassActor *StaticFindStateOwner (const FState *state); static PClassActor *StaticFindStateOwner (const FState *state, PClassActor *info); }; @@ -294,19 +294,17 @@ void AddStateLight(FState *state, const char *lname); // Standard parameters for all action functons // self - Actor this action is to operate on (player if a weapon) -// stateowner - Actor this action really belongs to (may be a weapon) +// stateowner - Actor this action really belongs to (may be an item) // callingstate - State this action was called from -// statecall - CustomInventory stuff #define PARAM_ACTION_PROLOGUE_TYPE(type) \ PARAM_PROLOGUE; \ PARAM_OBJECT (self, type); \ PARAM_OBJECT_OPT (stateowner, AActor) { stateowner = self; } \ PARAM_STATE_OPT (callingstate) { callingstate = NULL; } \ - PARAM_POINTER_OPT(statecall, StateCallData) { statecall = NULL; } #define PARAM_ACTION_PROLOGUE PARAM_ACTION_PROLOGUE_TYPE(AActor) // Number of action paramaters -#define NAP 4 +#define NAP 3 #endif // __INFO_H__ diff --git a/src/thingdef/thingdef.cpp b/src/thingdef/thingdef.cpp index 4fa0356331..b68c73c62d 100644 --- a/src/thingdef/thingdef.cpp +++ b/src/thingdef/thingdef.cpp @@ -286,13 +286,12 @@ static void FinishThingdef() } VMFunctionBuilder buildit; // Allocate registers used to pass parameters in. - // self, stateowner, state, statecalldata (all are pointers) - buildit.Registers[REGT_POINTER].Get(4); + // self, stateowner, state (all are pointers) + buildit.Registers[REGT_POINTER].Get(3); // Emit code to pass the standard action function parameters. buildit.Emit(OP_PARAM, 0, REGT_POINTER, 0); buildit.Emit(OP_PARAM, 0, REGT_POINTER, 1); buildit.Emit(OP_PARAM, 0, REGT_POINTER, 2); - buildit.Emit(OP_PARAM, 0, REGT_POINTER, 3); // Emit code for action parameters. for (j = 0; j < tcall->Parameters.Size(); ++j) { diff --git a/src/thingdef/thingdef.h b/src/thingdef/thingdef.h index 29fd98e812..278ac6f8a4 100644 --- a/src/thingdef/thingdef.h +++ b/src/thingdef/thingdef.h @@ -350,14 +350,6 @@ int MatchString (const char *in, const char **strings); MSVC_MSEG FVariableInfo *infoptr_GlobalDef__##name GCC_MSEG = &GlobalDef__##name; - - -struct StateCallData -{ - FState *State; - bool Result; -}; - // Macros to handle action functions. These are here so that I don't have to // change every single use in case the parameters change. #define DECLARE_ACTION(name) extern VMNativeFunction *name##_VMPtr; @@ -378,7 +370,7 @@ struct StateCallData //#define PUSH_PARAMINFO self, stateowner, CallingState, ParameterIndex, statecall #define CALL_ACTION(name,self) { /*AF_##name(self, self, NULL, 0, NULL)*/ \ - VMValue params[5] = { self, self, VMValue(NULL, ATAG_STATE), VMValue(NULL, ATAG_GENERIC) }; \ + VMValue params[3] = { self, self, VMValue(NULL, ATAG_STATE) }; \ stack->Call(name##_VMPtr, params, countof(params), NULL, 0, NULL); \ } @@ -421,10 +413,10 @@ FName EvalExpressionName (DWORD x, AActor *self); angle_t var = angle_t(EvalExpressionF(ParameterIndex+i, self)*ANGLE_90/90.f); #endif -#define ACTION_SET_RESULT(v) if (statecall != NULL) statecall->Result = v; +#define ACTION_SET_RESULT(v) do { if (numret > 0) { assert(ret != NULL); ret->SetInt(v); numret = 1; } } while(0) // Checks to see what called the current action function #define ACTION_CALL_FROM_ACTOR() (callingstate == self->state) -#define ACTION_CALL_FROM_WEAPON() (self->player && callingstate != self->state && statecall == NULL) -#define ACTION_CALL_FROM_INVENTORY() (statecall != NULL) +#define ACTION_CALL_FROM_WEAPON() (self->player && callingstate != self->state && !(stateowner->flags5 & MF5_INSTATECALL)) +#define ACTION_CALL_FROM_INVENTORY() (!(stateowner->flags5 & MF5_INSTATECALL)) #endif diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index 89847f7c09..a9840d867e 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -94,46 +94,59 @@ static FRandom pr_teleport("A_Teleport"); // //========================================================================== -bool ACustomInventory::CallStateChain (AActor *actor, FState * State) +bool ACustomInventory::CallStateChain (AActor *actor, FState *state) { - StateCallData StateCall; - bool result = false; + INTBOOL result = false; int counter = 0; + int retval, numret; + VMReturn ret; + ret.IntAt(&retval); + VMValue params[3] = { actor, this, 0 }; - while (State != NULL) + this->flags5 |= MF5_INSTATECALL; + FState *savedstate = this->state; + + while (state != NULL) { - // Assume success. The code pointer will set this to false if necessary - StateCall.State = State; - StateCall.Result = true; - if (State->CallAction(actor, this, &StateCall)) - { - // collect all the results. Even one successful call signifies overall success. - result |= StateCall.Result; - } + this->state = state; + if (state->ActionFunc != NULL) + { + VMFrameStack stack; + + params[2] = VMValue(state, ATAG_STATE); + retval = true; // assume success + numret = stack.Call(state->ActionFunc, params, countof(params), &ret, 1); + // As long as even one state succeeds, the whole chain succeeds unless aborted below. + result |= retval; + } // Since there are no delays it is a good idea to check for infinite loops here! counter++; if (counter >= 10000) break; - if (StateCall.State == State) + if (this->state == state) { - // Abort immediately if the state jumps to itself! - if (State == State->GetNextState()) - { - return false; + FState *next = state->GetNextState(); + + if (state == next) + { // 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 = State->GetNextState(); + state = next; } else { - State = StateCall.State; + state = this->state; } } - return result; + this->flags5 &= ~MF5_INSTATECALL; + this->state = savedstate; + return !!result; } //========================================================================== @@ -579,13 +592,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack) // Do the state jump // //========================================================================== -static void DoJump(AActor *self, FState *callingstate, FState *jumpto, StateCallData *statecall) +static void DoJump(AActor *self, AActor *stateowner, FState *callingstate, FState *jumpto) { if (jumpto == NULL) return; - if (statecall != NULL) + if (stateowner->flags5 & MF5_INSTATECALL) { - statecall->State = jumpto; + stateowner->state = jumpto; } else if (self->player != NULL && callingstate == self->player->psprites[ps_weapon].state) { @@ -600,15 +613,14 @@ static void DoJump(AActor *self, FState *callingstate, FState *jumpto, StateCall self->SetState(jumpto); } else - { - // something went very wrong. This should never happen. + { // something went very wrong. This should never happen. assert(false); } } // This is just to avoid having to directly reference the internally defined // CallingState and statecall parameters in the code below. -#define ACTION_JUMP(offset) DoJump(self, callingstate, offset, statecall) +#define ACTION_JUMP(offset) DoJump(self, stateowner, callingstate, offset) //========================================================================== // @@ -629,7 +641,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump) ACTION_JUMP(jumpto); } ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - return 0; + return numret; } //========================================================================== @@ -648,7 +660,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower) ACTION_JUMP(jump); } ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! - return 0; + return numret; } //========================================================================== @@ -656,7 +668,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower) // State jump function // //========================================================================== -void DoJumpIfCloser(AActor *target, VM_ARGS) +static int DoJumpIfCloser(AActor *target, VM_ARGS) { PARAM_ACTION_PROLOGUE; PARAM_FIXED (dist); @@ -673,6 +685,7 @@ void DoJumpIfCloser(AActor *target, VM_ARGS) { ACTION_JUMP(jump); } + return numret; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser) @@ -690,22 +703,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser) // Does the player aim at something that can be shot? P_BulletSlope(self, &target); } - DoJumpIfCloser(target, VM_ARGS_NAMES); - return 0; + return DoJumpIfCloser(target, VM_ARGS_NAMES); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTracerCloser) { PARAM_ACTION_PROLOGUE; - DoJumpIfCloser(self->tracer, VM_ARGS_NAMES); - return 0; + return DoJumpIfCloser(self->tracer, VM_ARGS_NAMES); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfMasterCloser) { PARAM_ACTION_PROLOGUE; - DoJumpIfCloser(self->master, VM_ARGS_NAMES); - return 0; + return DoJumpIfCloser(self->master, VM_ARGS_NAMES); } //========================================================================== @@ -713,7 +723,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfMasterCloser) // State jump function // //========================================================================== -int DoJumpIfInventory(AActor *owner, AActor *self, StateCallData *statecall, FState *callingstate, VMValue *param, int numparam) +int DoJumpIfInventory(AActor *owner, AActor *self, AActor *stateowner, FState *callingstate, VMValue *param, int numparam, VMReturn *ret, int numret) { int paramnum = NAP-1; PARAM_CLASS (itemtype, AInventory); @@ -725,12 +735,12 @@ int DoJumpIfInventory(AActor *owner, AActor *self, StateCallData *statecall, FSt if (itemtype == NULL) { - return 0; + return numret; } owner = COPY_AAPTR(owner, setowner); if (owner == NULL) { - return 0; + return numret; } AInventory *item = owner->FindInventory(itemtype); @@ -747,19 +757,19 @@ int DoJumpIfInventory(AActor *owner, AActor *self, StateCallData *statecall, FSt ACTION_JUMP(label); } } - return 0; + return numret; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInventory) { PARAM_ACTION_PROLOGUE; - return DoJumpIfInventory(self, self, statecall, callingstate, param, numparam); + return DoJumpIfInventory(self, self, stateowner, callingstate, param, numparam, ret, numret); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetInventory) { PARAM_ACTION_PROLOGUE; - return DoJumpIfInventory(self->target, self, statecall, callingstate, param, numparam); + return DoJumpIfInventory(self->target, self, stateowner, callingstate, param, numparam, ret, numret); } //========================================================================== @@ -780,7 +790,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType) if (armor && armor->ArmorType == type && armor->Amount >= amount) ACTION_JUMP(label); - return 0; + return numret; } //========================================================================== @@ -906,7 +916,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CallSpecial) bool res = !!P_ExecuteSpecial(special, NULL, self, false, arg1, arg2, arg3, arg4, arg5); ACTION_SET_RESULT(res); - return 0; + return numret; } //========================================================================== @@ -1229,13 +1239,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo) ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (!ACTION_CALL_FROM_WEAPON()) - return 0; + return numret; if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true)) { ACTION_JUMP(jump); } - return 0; + return numret; } @@ -1659,7 +1669,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) // //=========================================================================== -static int DoGiveInventory(AActor *receiver, StateCallData *statecall, VM_ARGS) +static int DoGiveInventory(AActor *receiver, VM_ARGS) { int paramnum = NAP-1; PARAM_CLASS (mi, AInventory); @@ -1668,8 +1678,9 @@ static int DoGiveInventory(AActor *receiver, StateCallData *statecall, VM_ARGS) receiver = COPY_AAPTR(receiver, setreceiver); if (receiver == NULL) - { - return 0; + { // If there's nothing to receive it, it's obviously a fail, right? + ACTION_SET_RESULT(false); + return numret; } bool res = true; @@ -1706,19 +1717,19 @@ static int DoGiveInventory(AActor *receiver, StateCallData *statecall, VM_ARGS) res = false; } ACTION_SET_RESULT(res); - return 0; + return numret; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory) { PARAM_ACTION_PROLOGUE; - return DoGiveInventory(self, statecall, VM_ARGS_NAMES); + return DoGiveInventory(self, VM_ARGS_NAMES); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget) { PARAM_ACTION_PROLOGUE; - return DoGiveInventory(self->target, statecall, VM_ARGS_NAMES); + return DoGiveInventory(self->target, VM_ARGS_NAMES); } //=========================================================================== @@ -1732,7 +1743,7 @@ enum TIF_NOTAKEINFINITE = 1, }; -int DoTakeInventory(AActor *receiver, StateCallData *statecall, VM_ARGS) +int DoTakeInventory(AActor *receiver, VM_ARGS) { int paramnum = NAP-1; PARAM_CLASS (itemtype, AInventory); @@ -1742,12 +1753,14 @@ int DoTakeInventory(AActor *receiver, StateCallData *statecall, VM_ARGS) if (itemtype == NULL) { - return 0; + ACTION_SET_RESULT(true); + return numret; } receiver = COPY_AAPTR(receiver, setreceiver); if (receiver == NULL) { - return 0; + ACTION_SET_RESULT(false); + return numret; } bool res = false; @@ -1779,19 +1792,19 @@ int DoTakeInventory(AActor *receiver, StateCallData *statecall, VM_ARGS) } } ACTION_SET_RESULT(res); - return 0; + return numret; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory) { PARAM_ACTION_PROLOGUE; - return DoTakeInventory(self, statecall, VM_ARGS_NAMES); + return DoTakeInventory(self, VM_ARGS_NAMES); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget) { PARAM_ACTION_PROLOGUE; - return DoTakeInventory(self->target, statecall, VM_ARGS_NAMES); + return DoTakeInventory(self->target, VM_ARGS_NAMES); } //=========================================================================== @@ -1908,12 +1921,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem) if (missile == NULL) { ACTION_SET_RESULT(false); - return 0; + return numret; } + ACTION_SET_RESULT(true); // Don't spawn monsters if this actor has been massacred if (self->DamageType == NAME_Massacre && (GetDefaultByType(missile)->flags3 & MF3_ISMONSTER)) - return 0; + { + return numret; + } if (distance == 0) { @@ -1927,9 +1943,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem) AWeapon *weapon = self->player->ReadyWeapon; if (weapon == NULL) - return 0; + return numret; if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) - return 0; + return numret; } AActor *mo = Spawn(missile, @@ -1940,7 +1956,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem) int flags = (transfer_translation ? SIXF_TRANSFERTRANSLATION : 0) + (useammo ? SIXF_SETMASTER : 0); bool res = InitSpawnedItem(self, mo, flags); ACTION_SET_RESULT(res); // for an inventory item's use state - return 0; + return numret; } //=========================================================================== @@ -1967,15 +1983,16 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx) if (missile == NULL) { ACTION_SET_RESULT(false); - return 0; + return numret; } + ACTION_SET_RESULT(true); if (chance > 0 && pr_spawnitemex() < chance) - return 0; + return numret; // Don't spawn monsters if this actor has been massacred if (self->DamageType == NAME_Massacre && (GetDefaultByType(missile)->flags3 & MF3_ISMONSTER)) - return 0; + return numret; fixed_t x, y; @@ -2019,7 +2036,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx) if (flags & SIXF_TRANSFERAMBUSHFLAG) mo->flags = (mo->flags & ~MF_AMBUSH) | (self->flags & MF_AMBUSH); } - return 0; + return numret; } //=========================================================================== @@ -2038,8 +2055,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade) PARAM_FIXED_OPT (zvel) { zvel = 0; } PARAM_BOOL_OPT (useammo) { useammo = true; } + ACTION_SET_RESULT(true); if (missile == NULL) - return 0; + return numret; if (ACTION_CALL_FROM_WEAPON()) { @@ -2047,9 +2065,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade) AWeapon *weapon = self->player->ReadyWeapon; if (weapon == NULL) - return 0; + return numret; if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) - return 0; + return numret; } AActor *bo; @@ -2093,7 +2111,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade) { ACTION_SET_RESULT(false); } - return 0; + return numret; } @@ -2128,7 +2146,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon) if (cls == NULL || self->player == NULL) { ACTION_SET_RESULT(false); - return 0; + return numret; } AWeapon *weaponitem = static_cast(self->FindInventory(cls)); @@ -2139,12 +2157,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon) { self->player->PendingWeapon = weaponitem; } + ACTION_SET_RESULT(true); } else { ACTION_SET_RESULT(false); } - return 0; + return numret; } @@ -2181,7 +2200,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print) con_midtime = saved; } ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! - return 0; + return numret; } //=========================================================================== @@ -2212,7 +2231,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold) C_MidPrintBold(font != NULL ? font : SmallFont, formatted.GetChars()); con_midtime = saved; ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! - return 0; + return numret; } //=========================================================================== @@ -2227,7 +2246,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Log) PARAM_STRING(text); Printf("%s\n", text); ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! - return 0; + return numret; } //=========================================================================== @@ -2242,7 +2261,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LogInt) PARAM_INT(num); Printf("%d\n", num); ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! - return 0; + return numret; } //=========================================================================== @@ -2453,19 +2472,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight) // Always check sight from each player. if (P_CheckSight(players[i].mo, self, SF_IGNOREVISIBILITY)) { - return 0; + return numret; } // If a player is viewing from a non-player, then check that too. if (players[i].camera != NULL && players[i].camera->player == NULL && P_CheckSight(players[i].camera, self, SF_IGNOREVISIBILITY)) { - return 0; + return numret; } } } ACTION_JUMP(jump); - return 0; + return numret; } //=========================================================================== @@ -2527,18 +2546,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange) // Always check from each player. if (DoCheckSightOrRange(self, players[i].mo, range)) { - return 0; + return numret; } // If a player is viewing from a non-player, check that too. if (players[i].camera != NULL && players[i].camera->player == NULL && DoCheckSightOrRange(self, players[i].camera, range)) { - return 0; + return numret; } } } ACTION_JUMP(jump); - return 0; + return numret; } @@ -2605,7 +2624,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf) ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (condition) ACTION_JUMP(jump); - return 0; + return numret; } //=========================================================================== @@ -2781,7 +2800,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor) { ACTION_JUMP(jump); } - return 0; + return numret; } //=========================================================================== @@ -2801,7 +2820,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling) { ACTION_JUMP(jump); } - return 0; + return numret; } //=========================================================================== @@ -2945,7 +2964,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayerSkinCheck) { ACTION_JUMP(jump); } - return 0; + return numret; } //=========================================================================== @@ -3045,11 +3064,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS) } if (target == NULL) - return 0; // [KS] Let's not call P_CheckSight unnecessarily in this case. + return numret; // [KS] Let's not call P_CheckSight unnecessarily in this case. if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) { - return 0; + return numret; } doCheckSight = !(flags & JLOSF_NOSIGHT); @@ -3059,7 +3078,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS) // Does the player aim at something that can be shot? P_BulletSlope(self, &target); - if (!target) return 0; + if (!target) return numret; switch (flags & (JLOSF_TARGETLOS|JLOSF_FLIPFOV)) { @@ -3082,22 +3101,22 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS) // [FDARI] If target is not a combatant, don't jump if ( (flags & JLOSF_COMBATANTONLY) && (!target->player) && !(target->flags3 & MF3_ISMONSTER)) - return 0; + return numret; // [FDARI] If actors share team, don't jump if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target)) - return 0; + return numret; fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y); distance = P_AproxDistance(distance, target->z - self->z); if (dist_max && (distance > dist_max)) - return 0; + return numret; if (dist_close && (distance < dist_close)) { if (flags & JLOSF_CLOSENOJUMP) - return 0; + return numret; if (flags & JLOSF_CLOSENOFOV) fov = 0; @@ -3110,7 +3129,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS) else { viewport = self; } if (doCheckSight && !P_CheckSight (viewport, target, SF_IGNOREVISIBILITY)) - return 0; + return numret; if (flags & JLOSF_FLIPFOV) { @@ -3128,13 +3147,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS) if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) { - return 0; // [KS] Outside of FOV - return + return numret; // [KS] Outside of FOV - return } } ACTION_JUMP(jump); - return 0; + return numret; } @@ -3177,12 +3196,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS) if (target == NULL) { // [KS] Let's not call P_CheckSight unnecessarily in this case. - return 0; + return numret; } if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) { - return 0; + return numret; } fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y); @@ -3190,7 +3209,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS) if (dist_max && (distance > dist_max)) { - return 0; + return numret; } bool doCheckSight = !(flags & JLOSF_NOSIGHT); @@ -3198,7 +3217,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS) if (dist_close && (distance < dist_close)) { if (flags & JLOSF_CLOSENOJUMP) - return 0; + return numret; if (flags & JLOSF_CLOSENOFOV) fov = 0; @@ -3217,14 +3236,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS) if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) { - return 0; // [KS] Outside of FOV - return + return numret; // [KS] Outside of FOV - return } } if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY)) - return 0; + return numret; ACTION_JUMP(jump); - return 0; + return numret; } @@ -3510,7 +3529,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFlag) AActor *owner = COPY_AAPTR(self, checkpointer); if (owner == NULL) { - return 0; + return numret; } long dot = flagname.IndexOf('.'); @@ -3545,7 +3564,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFlag) { Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars()); } - return 0; + return numret; } @@ -3686,7 +3705,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire) A_FaceTarget(self); if (pr_monsterrefire() < prob) - return 0; + return numret; if (self->target == NULL || P_HitFriend (self) @@ -3695,7 +3714,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire) { ACTION_JUMP(jump); } - return 0; + return numret; } //=========================================================================== @@ -3956,6 +3975,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport) PARAM_FIXED_OPT (mindist) { mindist = 128 << FRACBITS; } PARAM_FIXED_OPT (maxdist) { maxdist = 128 << FRACBITS; } + ACTION_SET_RESULT(true); + // Randomly choose not to teleport like A_Srcr2Decide. if (flags & TF_RANDOMDECIDE) { @@ -3973,7 +3994,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport) if (pr_teleport() >= chance[chanceindex]) { - return 0; + return numret; } } @@ -3984,14 +4005,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport) // If still nothing, then return. if (teleport_state == NULL) { - return 0; + return numret; } } DSpotState *state = DSpotState::GetSpotState(); if (state == NULL) { - return 0; + return numret; } if (target_type == NULL) @@ -4002,7 +4023,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport) AActor *spot = state->GetSpotWithMinMaxDistance(target_type, self->x, self->y, mindist, maxdist); if (spot == NULL) { - return 0; + return numret; } fixed_t prevX = self->x; @@ -4023,7 +4044,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport) self->angle = spot->angle; self->velx = self->vely = self->velz = 0; } - return 0; + return numret; } //=========================================================================== @@ -4153,7 +4174,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LineEffect) } } ACTION_SET_RESULT(res); - return 0; + return numret; } //========================================================================== @@ -4320,7 +4341,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp) if (!reference) { ACTION_SET_RESULT(false); - return 0; + return numret; } if (!(flags & WARPF_ABSOLUTEANGLE)) @@ -4424,7 +4445,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp) ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! // in this case, you have the statejump to help you handle all the success anyway. ACTION_JUMP(success_state); - return 0; + return numret; } ACTION_SET_RESULT(true); @@ -4434,7 +4455,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp) self->SetOrigin(oldx, oldy, oldz); ACTION_SET_RESULT(false); } - return 0; + return numret; } //========================================================================== @@ -4458,10 +4479,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteWithResult) PARAM_INT_OPT (arg3) { arg3 = 0; } PARAM_INT_OPT (arg4) { arg4 = 0; } - bool res = !!P_ExecuteSpecial(ACS_ExecuteWithResult, NULL, self, false, -scriptname, arg1, arg2, arg3, arg4); - + int res = P_ExecuteSpecial(ACS_ExecuteWithResult, NULL, self, false, -scriptname, arg1, arg2, arg3, arg4); ACTION_SET_RESULT(res); - return 0; + return numret; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecute) @@ -4473,10 +4493,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecute) PARAM_INT_OPT (arg2) { arg2 = 0; } PARAM_INT_OPT (arg3) { arg3 = 0; } - bool res = !!P_ExecuteSpecial(ACS_Execute, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3); - + int res = P_ExecuteSpecial(ACS_Execute, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3); ACTION_SET_RESULT(res); - return 0; + return numret; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteAlways) @@ -4488,10 +4507,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteAlways) PARAM_INT_OPT (arg2) { arg2 = 0; } PARAM_INT_OPT (arg3) { arg3 = 0; } - bool res = !!P_ExecuteSpecial(ACS_ExecuteAlways, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3); - + int res = P_ExecuteSpecial(ACS_ExecuteAlways, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3); ACTION_SET_RESULT(res); - return 0; + return numret; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecute) @@ -4503,10 +4521,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecute) PARAM_INT_OPT (arg2) { arg2 = 0; } PARAM_INT_OPT (lock) { lock = 0; } - bool res = !!P_ExecuteSpecial(ACS_LockedExecute, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock); - + int res = P_ExecuteSpecial(ACS_LockedExecute, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock); ACTION_SET_RESULT(res); - return 0; + return numret; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecuteDoor) @@ -4518,10 +4535,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecuteDoor) PARAM_INT_OPT (arg2) { arg2 = 0; } PARAM_INT_OPT (lock) { lock = 0; } - bool res = !!P_ExecuteSpecial(ACS_LockedExecuteDoor, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock); - + int res = P_ExecuteSpecial(ACS_LockedExecuteDoor, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock); ACTION_SET_RESULT(res); - return 0; + return numret; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedSuspend) @@ -4530,10 +4546,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedSuspend) PARAM_NAME (scriptname); PARAM_INT_OPT (mapnum) { mapnum = 0; } - bool res = !!P_ExecuteSpecial(ACS_Suspend, NULL, self, false, -scriptname, mapnum, 0, 0, 0); - + int res = P_ExecuteSpecial(ACS_Suspend, NULL, self, false, -scriptname, mapnum, 0, 0, 0); ACTION_SET_RESULT(res); - return 0; + return numret; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate) @@ -4542,10 +4557,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate) PARAM_NAME (scriptname); PARAM_INT_OPT (mapnum) { mapnum = 0; } - bool res = !!P_ExecuteSpecial(ACS_Terminate, NULL, self, false, -scriptname, mapnum, 0, 0, 0); - + int res = P_ExecuteSpecial(ACS_Terminate, NULL, self, false, -scriptname, mapnum, 0, 0, 0); ACTION_SET_RESULT(res); - return 0; + return numret; } diff --git a/src/zscript/vmdisasm.cpp b/src/zscript/vmdisasm.cpp index b68d3eb876..04c3bbb9c9 100644 --- a/src/zscript/vmdisasm.cpp +++ b/src/zscript/vmdisasm.cpp @@ -223,7 +223,7 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction col = printf_wrapper(out, "%.23s,%d", callname, code[i].b); if (code[i].op == OP_CALL_K) { - printf_wrapper(out, ",%d", code[i].c); + col += printf_wrapper(out, ",%d", code[i].c); } break; @@ -328,7 +328,7 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction printf_wrapper(out, "%d,%d,%d", code[i].a, code[i].b, code[i].c); if (code[i].op == OP_CALL_K || code[i].op == OP_TAIL_K) { - printf_wrapper(out, " [%p]\n", callfunc); + printf_wrapper(out, " [%p]\n", callfunc); } else {