mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-04 01:11:19 +00:00
731 lines
18 KiB
C++
731 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 2002-2016 Christoph Oelckers
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** Copyright 2004-2016 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 "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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int flagdef = actor->DefaultStateUsage;
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FScriptPosition scp;
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if (sc.CheckString("("))
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{
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flagdef = 0;
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do
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{
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sc.MustGetString();
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if (sc.Compare("Actor")) flagdef |= SUF_ACTOR;
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else if (sc.Compare("Overlay")) flagdef |= SUF_OVERLAY;
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else if (sc.Compare("Weapon")) flagdef |= SUF_WEAPON;
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else if (sc.Compare("Item")) flagdef |= SUF_ITEM;
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else sc.ScriptError("Unknown state block qualifier %s", sc.String);
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} while (sc.CheckString(","));
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sc.MustGetStringName(")");
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}
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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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state.UseFlags = (uint8_t)flagdef;
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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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scp = sc;
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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.StateFlags |= STF_FULLBRIGHT;
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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.StateFlags |= STF_FAST;
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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.StateFlags |= STF_SLOW;
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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.StateFlags |= STF_NODELAY;
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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.StateFlags |= STF_CANRAISE;
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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, state.UseFlags);
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state.ActionFunc = FunctionBuildList.AddFunction(funcsym, ScriptCode, FStringf("%s.StateFunction.%d", actor->TypeName.GetChars(), bag.statedef.GetStateCount()), true, bag.statedef.GetStateCount(), int(statestring.Len()), sc.LumpNum);
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}
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int count = bag.statedef.AddStates(&state, statestring, scp);
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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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|
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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)
|
|
{
|
|
FxExpression *init = nullptr;
|
|
FxExpression *cond = nullptr;
|
|
FxExpression *iter = nullptr;
|
|
FxExpression *code = nullptr;
|
|
bool ret;
|
|
|
|
// Parse the statements.
|
|
sc.MustGetStringName("(");
|
|
sc.MustGetString();
|
|
if (!sc.Compare(";"))
|
|
{
|
|
sc.UnGet();
|
|
init = ParseExpression(sc, bag.Info);
|
|
sc.MustGetStringName(";");
|
|
}
|
|
sc.MustGetString();
|
|
if (!sc.Compare(";"))
|
|
{
|
|
sc.UnGet();
|
|
cond = ParseExpression(sc, bag.Info);
|
|
sc.MustGetStringName(";");
|
|
}
|
|
sc.MustGetString();
|
|
if (!sc.Compare(")"))
|
|
{
|
|
sc.UnGet();
|
|
iter = ParseExpression(sc, bag.Info);
|
|
sc.MustGetStringName(")");
|
|
}
|
|
|
|
// Now parse the loop's content.
|
|
sc.MustGetStringName("{"); // Enforce braces like for if statements.
|
|
code = ParseActions(sc, state, statestring, bag, ret);
|
|
sc.MustGetString();
|
|
|
|
lastwasret = false;
|
|
|
|
return new FxForLoop(init, cond, iter, code, sc);
|
|
}
|
|
|
|
FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &endswithret)
|
|
{
|
|
// If it's not a '{', then it should be a single action.
|
|
// Otherwise, it's a sequence of actions.
|
|
if (!sc.Compare("{"))
|
|
{
|
|
FxVMFunctionCall *call = ParseAction(sc, state, statestring, bag);
|
|
endswithret = true;
|
|
return new FxReturnStatement(call, sc);
|
|
}
|
|
|
|
const FScriptPosition pos(sc);
|
|
|
|
FxCompoundStatement *seq = NULL;
|
|
bool lastwasret = false;
|
|
|
|
sc.MustGetString();
|
|
while (!sc.Compare("}"))
|
|
{
|
|
FxExpression *add;
|
|
lastwasret = false;
|
|
if (sc.Compare("if"))
|
|
{ // Handle an if statement
|
|
add = ParseIf(sc, state, statestring, bag, lastwasret);
|
|
}
|
|
else if (sc.Compare("while"))
|
|
{ // Handle a while loop
|
|
add = ParseWhile(sc, state, statestring, bag, lastwasret);
|
|
}
|
|
else if (sc.Compare("do"))
|
|
{ // Handle a do-while loop
|
|
add = ParseDoWhile(sc, state, statestring, bag, lastwasret);
|
|
}
|
|
else if (sc.Compare("for"))
|
|
{ // Handle a for loop
|
|
add = ParseFor(sc, state, statestring, bag, lastwasret);
|
|
}
|
|
else if (sc.Compare("return"))
|
|
{ // Handle a return statement
|
|
lastwasret = true;
|
|
FxExpression *retexp = nullptr;
|
|
sc.MustGetString();
|
|
if (!sc.Compare(";"))
|
|
{
|
|
sc.UnGet();
|
|
retexp = ParseExpression(sc, bag.Info);
|
|
sc.MustGetStringName(";");
|
|
}
|
|
sc.MustGetString();
|
|
add = new FxReturnStatement(retexp, sc);
|
|
}
|
|
else if (sc.Compare("break"))
|
|
{
|
|
add = new FxJumpStatement(TK_Break, sc);
|
|
sc.MustGetStringName(";");
|
|
sc.MustGetString();
|
|
}
|
|
else if (sc.Compare("continue"))
|
|
{
|
|
add = new FxJumpStatement(TK_Continue, sc);
|
|
sc.MustGetStringName(";");
|
|
sc.MustGetString();
|
|
}
|
|
else
|
|
{ // Handle a regular expression
|
|
sc.UnGet();
|
|
add = ParseExpression(sc, bag.Info);
|
|
sc.MustGetStringName(";");
|
|
sc.MustGetString();
|
|
}
|
|
// Only return a sequence if it has actual content.
|
|
if (add != NULL)
|
|
{
|
|
if (seq == NULL)
|
|
{
|
|
seq = new FxCompoundStatement(pos);
|
|
}
|
|
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] == TypeStateLabel && 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(0, sc);
|
|
x->ValueType = TypeStateLabel;
|
|
}
|
|
}
|
|
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_ResolveState;
|
|
case NAME_Float:
|
|
return NAME___decorate_internal_float__;
|
|
default:
|
|
return in;
|
|
}
|
|
}
|