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- Since the number of small allocations here is extremely high this will help a lot to prevent fragmentation and since most nodes are collected up front and this is done when no large resources are being loaded it won't cause heap spikes. let Emit methods delete FxExpression arrays when they are done. - For some reason the deletion process does not work 100%, there are always some nodes left behind and so far I haven't found them. This ensures that these arrays do not live any longer than needed.
712 lines
18 KiB
C++
712 lines
18 KiB
C++
/*
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** thingdef_states.cpp
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**
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** Actor definitions - the state parser
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2007 Christoph Oelckers
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** Copyright 2004-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
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** covered by the terms of the GNU General Public License as published by
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** the Free Software Foundation; either version 2 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "a_pickups.h"
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#include "info.h"
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#include "sc_man.h"
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#include "tarray.h"
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#include "templates.h"
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#include "cmdlib.h"
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#include "p_lnspec.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "v_palette.h"
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#include "doomerrors.h"
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#include "thingdef.h"
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#include "a_sharedglobal.h"
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#include "s_sound.h"
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#include "i_system.h"
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#include "colormatcher.h"
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#include "codegeneration/codegen.h"
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#include "version.h"
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#include "templates.h"
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#include "vmbuilder.h"
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//==========================================================================
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//***
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// DoActionSpecials
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// handles action specials as code pointers
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//
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//==========================================================================
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FxVMFunctionCall *DoActionSpecials(FScanner &sc, FState & state, Baggage &bag)
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{
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int i;
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int min_args, max_args;
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FString specname = sc.String;
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int special = P_FindLineSpecial(sc.String, &min_args, &max_args);
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if (special > 0 && min_args >= 0)
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{
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FArgumentList args;
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args.Push(new FxConstant(special, sc));
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i = 0;
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// Make this consistent with all other parameter parsing
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if (sc.CheckToken('('))
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{
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while (i < 5)
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{
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args.Push(new FxIntCast(ParseExpression(sc, bag.Info), true));
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i++;
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if (!sc.CheckToken (',')) break;
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}
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sc.MustGetToken (')');
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}
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if (i < min_args)
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{
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sc.ScriptError ("Too few arguments to %s", specname.GetChars());
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}
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if (i > max_args)
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{
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sc.ScriptError ("Too many arguments to %s", specname.GetChars());
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}
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auto f = dyn_cast<PFunction>(RUNTIME_CLASS(AActor)->Symbols.FindSymbol("A_CallSpecial", false));
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assert(f != nullptr);
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return new FxVMFunctionCall(new FxSelf(sc), f, args, sc, false);
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}
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return NULL;
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}
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//==========================================================================
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//***
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// Reads a state label that may contain '.'s.
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// processes a state block
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//
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//==========================================================================
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static FString ParseStateString(FScanner &sc)
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{
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FString statestring;
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sc.MustGetString();
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statestring = sc.String;
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if (sc.CheckString("::"))
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{
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sc.MustGetString ();
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statestring << "::" << sc.String;
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}
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while (sc.CheckString ("."))
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{
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sc.MustGetString ();
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statestring << "." << sc.String;
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}
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return statestring;
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}
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//==========================================================================
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//***
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// ParseStates
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// parses a state block
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//
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//==========================================================================
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void ParseStates(FScanner &sc, PClassActor * actor, AActor * defaults, Baggage &bag)
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{
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FString statestring;
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FState state;
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char lastsprite[5] = "";
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FxExpression *ScriptCode;
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FArgumentList *args = nullptr;
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sc.MustGetStringName ("{");
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sc.SetEscape(false); // disable escape sequences in the state parser
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while (!sc.CheckString ("}") && !sc.End)
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{
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ScriptCode = nullptr;
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memset(&state,0,sizeof(state));
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statestring = ParseStateString(sc);
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if (!statestring.CompareNoCase("GOTO"))
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{
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do_goto:
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statestring = ParseStateString(sc);
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if (sc.CheckString ("+"))
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{
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sc.MustGetNumber ();
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statestring += '+';
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statestring += sc.String;
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}
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if (!bag.statedef.SetGotoLabel(statestring))
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{
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sc.ScriptError("GOTO before first state");
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}
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}
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else if (!statestring.CompareNoCase("STOP"))
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{
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do_stop:
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if (!bag.statedef.SetStop())
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{
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sc.ScriptError("STOP before first state");
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continue;
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}
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}
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else if (!statestring.CompareNoCase("WAIT") || !statestring.CompareNoCase("FAIL"))
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{
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if (!bag.statedef.SetWait())
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{
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sc.ScriptError("%s before first state", sc.String);
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continue;
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}
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}
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else if (!statestring.CompareNoCase("LOOP"))
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{
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if (!bag.statedef.SetLoop())
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{
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sc.ScriptError("LOOP before first state");
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continue;
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}
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}
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else
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{
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sc.MustGetString();
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if (sc.Compare (":"))
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{
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do
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{
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bag.statedef.AddStateLabel(statestring);
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statestring = ParseStateString(sc);
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if (!statestring.CompareNoCase("GOTO"))
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{
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goto do_goto;
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}
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else if (!statestring.CompareNoCase("STOP"))
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{
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goto do_stop;
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}
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sc.MustGetString ();
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} while (sc.Compare (":"));
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// continue;
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}
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sc.UnGet ();
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if (statestring.Len() != 4)
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{
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sc.ScriptError ("Sprite names must be exactly 4 characters\n");
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}
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state.sprite = GetSpriteIndex(statestring);
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state.Misc1 = state.Misc2 = 0;
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sc.MustGetString();
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statestring = sc.String;
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if (sc.CheckString("RANDOM"))
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{
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int min, max;
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sc.MustGetStringName("(");
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sc.MustGetNumber();
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min = clamp<int>(sc.Number, -1, SHRT_MAX);
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sc.MustGetStringName(",");
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sc.MustGetNumber();
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max = clamp<int>(sc.Number, -1, SHRT_MAX);
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sc.MustGetStringName(")");
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if (min > max)
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{
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swapvalues(min, max);
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}
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state.Tics = min;
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state.TicRange = max - min;
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}
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else
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{
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sc.MustGetNumber();
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state.Tics = clamp<int>(sc.Number, -1, SHRT_MAX);
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state.TicRange = 0;
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}
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while (sc.GetString() && (!sc.Crossed || sc.Compare("{")))
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{
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if (sc.Compare("BRIGHT"))
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{
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state.Fullbright = true;
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continue;
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}
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if (sc.Compare("FAST"))
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{
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state.Fast = true;
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continue;
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}
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if (sc.Compare("SLOW"))
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{
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state.Slow = true;
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continue;
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}
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if (sc.Compare("NODELAY"))
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{
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if (bag.statedef.GetStateLabelIndex(NAME_Spawn) == bag.statedef.GetStateCount())
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{
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state.NoDelay = true;
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}
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else
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{
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sc.ScriptMessage("NODELAY may only be used immediately after Spawn:");
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}
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continue;
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}
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if (sc.Compare("OFFSET"))
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{
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// specify a weapon offset
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sc.MustGetStringName("(");
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sc.MustGetNumber();
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state.Misc1 = sc.Number;
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sc.MustGetStringName (",");
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sc.MustGetNumber();
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state.Misc2 = sc.Number;
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sc.MustGetStringName(")");
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continue;
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}
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if (sc.Compare("LIGHT"))
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{
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sc.MustGetStringName("(");
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do
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{
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sc.MustGetString();
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#ifdef DYNLIGHT
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AddStateLight(&state, sc.String);
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#endif
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}
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while (sc.CheckString(","));
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sc.MustGetStringName(")");
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continue;
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}
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if (sc.Compare("CANRAISE"))
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{
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state.CanRaise = true;
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continue;
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}
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bool hasfinalret;
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ScriptCode = ParseActions(sc, state, statestring, bag, hasfinalret);
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if (!hasfinalret && ScriptCode != nullptr)
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{
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static_cast<FxCompoundStatement *>(ScriptCode)->Add(new FxReturnStatement(nullptr, sc));
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}
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goto endofstate;
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}
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sc.UnGet();
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endofstate:
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if (ScriptCode != nullptr)
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{
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auto funcsym = CreateAnonymousFunction(actor, nullptr, VARF_Method | VARF_Action);
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state.ActionFunc = FunctionBuildList.AddFunction(funcsym, ScriptCode, FStringf("%s.StateFunction.%d", actor->TypeName.GetChars(), bag.statedef.GetStateCount()), true);
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}
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int count = bag.statedef.AddStates(&state, statestring);
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if (count < 0)
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{
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sc.ScriptError("Invalid frame character string '%s'", statestring.GetChars());
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count = -count;
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}
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}
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}
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if (args != NULL)
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{
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delete args;
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}
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sc.SetEscape(true); // re-enable escape sequences
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}
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//==========================================================================
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//
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// ParseActions
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//
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//==========================================================================
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static FxExpression *ParseIf(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &lastwasret)
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{
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FxExpression *add, *cond;
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FxExpression *true_part, *false_part = nullptr;
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bool true_ret, false_ret = false;
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sc.MustGetStringName("(");
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cond = ParseExpression(sc, bag.Info);
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sc.MustGetStringName(")");
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sc.MustGetStringName("{"); // braces are mandatory
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true_part = ParseActions(sc, state, statestring, bag, true_ret);
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sc.MustGetString();
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if (sc.Compare("else"))
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{
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if (sc.CheckString("if"))
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{
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false_part = ParseIf(sc, state, statestring, bag, false_ret);
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}
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else
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{
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sc.MustGetStringName("{"); // braces are still mandatory
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false_part = ParseActions(sc, state, statestring, bag, false_ret);
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sc.MustGetString();
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}
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}
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add = new FxIfStatement(cond, true_part, false_part, sc);
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// If one side does not end with a return, we don't consider the if statement
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// to end with a return. If the else case is missing, it can never be considered
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// as ending with a return.
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if (true_ret && false_ret)
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{
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lastwasret = true;
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}
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return add;
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}
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static FxExpression *ParseWhile(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &lastwasret)
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{
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FxExpression *cond, *code;
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bool ret;
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sc.MustGetStringName("(");
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cond = ParseExpression(sc, bag.Info);
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sc.MustGetStringName(")");
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sc.MustGetStringName("{"); // Enforce braces like for if statements.
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code = ParseActions(sc, state, statestring, bag, ret);
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sc.MustGetString();
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lastwasret = false; // A while loop always jumps back.
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return new FxWhileLoop(cond, code, sc);
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}
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static FxExpression *ParseDoWhile(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &lastwasret)
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{
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FxExpression *cond, *code;
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bool ret;
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sc.MustGetStringName("{"); // Enforce braces like for if statements.
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code = ParseActions(sc, state, statestring, bag, ret);
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sc.MustGetStringName("while");
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sc.MustGetStringName("(");
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cond = ParseExpression(sc, bag.Info);
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sc.MustGetStringName(")");
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sc.MustGetStringName(";");
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sc.MustGetString();
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lastwasret = false;
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return new FxDoWhileLoop(cond, code, sc);
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}
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static FxExpression *ParseFor(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &lastwasret)
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{
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FxExpression *init = nullptr;
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FxExpression *cond = nullptr;
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FxExpression *iter = nullptr;
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FxExpression *code = nullptr;
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bool ret;
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// Parse the statements.
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sc.MustGetStringName("(");
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sc.MustGetString();
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if (!sc.Compare(";"))
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{
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sc.UnGet();
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init = ParseExpression(sc, bag.Info);
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sc.MustGetStringName(";");
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}
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sc.MustGetString();
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if (!sc.Compare(";"))
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{
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sc.UnGet();
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cond = ParseExpression(sc, bag.Info);
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sc.MustGetStringName(";");
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}
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sc.MustGetString();
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if (!sc.Compare(")"))
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{
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sc.UnGet();
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iter = ParseExpression(sc, bag.Info);
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sc.MustGetStringName(")");
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}
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// Now parse the loop's content.
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sc.MustGetStringName("{"); // Enforce braces like for if statements.
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code = ParseActions(sc, state, statestring, bag, ret);
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sc.MustGetString();
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lastwasret = false;
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return new FxForLoop(init, cond, iter, code, sc);
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}
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FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &endswithret)
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{
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// If it's not a '{', then it should be a single action.
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// Otherwise, it's a sequence of actions.
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if (!sc.Compare("{"))
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{
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FxVMFunctionCall *call = ParseAction(sc, state, statestring, bag);
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endswithret = true;
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return new FxReturnStatement(call, sc);
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}
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const FScriptPosition pos(sc);
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FxCompoundStatement *seq = NULL;
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bool lastwasret = false;
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sc.MustGetString();
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while (!sc.Compare("}"))
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{
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FxExpression *add;
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lastwasret = false;
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if (sc.Compare("if"))
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{ // Handle an if statement
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add = ParseIf(sc, state, statestring, bag, lastwasret);
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}
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else if (sc.Compare("while"))
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{ // Handle a while loop
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add = ParseWhile(sc, state, statestring, bag, lastwasret);
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}
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else if (sc.Compare("do"))
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{ // Handle a do-while loop
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add = ParseDoWhile(sc, state, statestring, bag, lastwasret);
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}
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else if (sc.Compare("for"))
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{ // Handle a for loop
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add = ParseFor(sc, state, statestring, bag, lastwasret);
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}
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else if (sc.Compare("return"))
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{ // Handle a return statement
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lastwasret = true;
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FxExpression *retexp = nullptr;
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sc.MustGetString();
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if (!sc.Compare(";"))
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{
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sc.UnGet();
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retexp = ParseExpression(sc, bag.Info);
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sc.MustGetStringName(";");
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}
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sc.MustGetString();
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add = new FxReturnStatement(retexp, sc);
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}
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else if (sc.Compare("break"))
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{
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add = new FxJumpStatement(TK_Break, sc);
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sc.MustGetStringName(";");
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sc.MustGetString();
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}
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else if (sc.Compare("continue"))
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{
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add = new FxJumpStatement(TK_Continue, sc);
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sc.MustGetStringName(";");
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sc.MustGetString();
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}
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else
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{ // Handle a regular expression
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sc.UnGet();
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add = ParseExpression(sc, bag.Info);
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sc.MustGetStringName(";");
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sc.MustGetString();
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}
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// Only return a sequence if it has actual content.
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if (add != NULL)
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{
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if (seq == NULL)
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{
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seq = new FxCompoundStatement(pos);
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}
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seq->Add(add);
|
|
}
|
|
}
|
|
endswithret = lastwasret;
|
|
return seq;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ParseAction
|
|
//
|
|
//==========================================================================
|
|
|
|
FxVMFunctionCall *ParseAction(FScanner &sc, FState state, FString statestring, Baggage &bag)
|
|
{
|
|
FxVMFunctionCall *call;
|
|
|
|
// Make the action name lowercase
|
|
strlwr (sc.String);
|
|
|
|
call = DoActionSpecials(sc, state, bag);
|
|
if (call != NULL)
|
|
{
|
|
return call;
|
|
}
|
|
|
|
FName symname = FName(sc.String, true);
|
|
symname = CheckCastKludges(symname);
|
|
PFunction *afd = dyn_cast<PFunction>(bag.Info->Symbols.FindSymbol(symname, true));
|
|
if (afd != NULL)
|
|
{
|
|
FArgumentList args;
|
|
ParseFunctionParameters(sc, bag.Info, args, afd, statestring, &bag.statedef);
|
|
call = new FxVMFunctionCall(new FxSelf(sc), afd, args, sc, false);
|
|
return call;
|
|
}
|
|
sc.ScriptError("Invalid parameter '%s'\n", sc.String);
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ParseFunctionParameters
|
|
//
|
|
// Parses the parameters for a VM function. Called by both ParseStates
|
|
// (which will set statestring and statedef) and by ParseExpression0 (which
|
|
// will not set them). The first token returned by the scanner when entering
|
|
// this function should be '('.
|
|
//
|
|
//==========================================================================
|
|
|
|
void ParseFunctionParameters(FScanner &sc, PClassActor *cls, TArray<FxExpression *> &out_params,
|
|
PFunction *afd, FString statestring, FStateDefinitions *statedef)
|
|
{
|
|
const TArray<PType *> ¶ms = afd->Variants[0].Proto->ArgumentTypes;
|
|
const TArray<DWORD> ¶mflags = afd->Variants[0].ArgFlags;
|
|
int numparams = (int)params.Size();
|
|
int pnum = 0;
|
|
bool zeroparm;
|
|
|
|
if (afd->Variants[0].Flags & VARF_Action)
|
|
{
|
|
numparams -= NAP;
|
|
pnum += NAP;
|
|
}
|
|
else if (afd->Variants[0].Flags & VARF_Method)
|
|
{
|
|
numparams--;
|
|
pnum++;
|
|
}
|
|
assert(numparams >= 0);
|
|
zeroparm = numparams == 0;
|
|
if (numparams > 0 && !(paramflags[pnum] & VARF_Optional))
|
|
{
|
|
sc.MustGetStringName("(");
|
|
}
|
|
else
|
|
{
|
|
if (!sc.CheckString("("))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
while (numparams > 0)
|
|
{
|
|
FxExpression *x;
|
|
if (statedef != NULL && params[pnum] == TypeState && sc.CheckNumber())
|
|
{
|
|
// Special case: State label as an offset
|
|
if (sc.Number > 0 && statestring.Len() > 1)
|
|
{
|
|
sc.ScriptError("You cannot use state jumps commands with a jump offset on multistate definitions\n");
|
|
}
|
|
|
|
int v = sc.Number;
|
|
if (v < 0)
|
|
{
|
|
sc.ScriptError("Negative jump offsets are not allowed");
|
|
}
|
|
|
|
if (v > 0)
|
|
{
|
|
x = new FxStateByIndex(statedef->GetStateCount() + v, sc);
|
|
}
|
|
else
|
|
{
|
|
x = new FxConstant((FState*)NULL, sc);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Use the generic parameter parser for everything else
|
|
x = ParseParameter(sc, cls, params[pnum], false);
|
|
}
|
|
out_params.Push(x);
|
|
pnum++;
|
|
numparams--;
|
|
if (numparams > 0)
|
|
{
|
|
if (params[pnum] == NULL)
|
|
{ // varargs function
|
|
if (sc.CheckString(")"))
|
|
{
|
|
return;
|
|
}
|
|
pnum--;
|
|
numparams++;
|
|
}
|
|
else if ((paramflags[pnum] & VARF_Optional) && sc.CheckString(")"))
|
|
{
|
|
return;
|
|
}
|
|
sc.MustGetStringName (",");
|
|
}
|
|
}
|
|
if (zeroparm)
|
|
{
|
|
if (!sc.CheckString(")"))
|
|
{
|
|
sc.ScriptError("You cannot pass parameters to '%s'\n", afd->SymbolName.GetChars());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetStringName(")");
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CheckCastKludges
|
|
//
|
|
//==========================================================================
|
|
|
|
FName CheckCastKludges(FName in)
|
|
{
|
|
switch (in)
|
|
{
|
|
case NAME_Int:
|
|
return NAME___decorate_internal_int__;
|
|
case NAME_Bool:
|
|
return NAME___decorate_internal_bool__;
|
|
case NAME_State:
|
|
return NAME___decorate_internal_state__;
|
|
case NAME_Float:
|
|
return NAME___decorate_internal_float__;
|
|
default:
|
|
return in;
|
|
}
|
|
}
|