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Lunatic/m32: include the Lua bytecode into the binary, exit if setup failed.
git-svn-id: https://svn.eduke32.com/eduke32@4237 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
13c125db02
commit
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3 changed files with 27 additions and 11 deletions
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@ -144,10 +144,26 @@ MISCEDITORDEPS=
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## Lunatic devel
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## Lunatic devel
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ifneq (0,$(LUNATIC))
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ifneq (0,$(LUNATIC))
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LUNATIC_COMMON_OBJS = $(OBJ)/luaJIT_BC_defs_common.$o $(OBJ)/luaJIT_BC_engine_maptext.$o $(OBJ)/luaJIT_BC_engine.$o
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LUNATIC_COMMON_OBJS = \
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$(OBJ)/luaJIT_BC_defs_common.$o \
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$(OBJ)/luaJIT_BC_engine_maptext.$o \
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$(OBJ)/luaJIT_BC_engine.$o \
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$(OBJ)/luaJIT_BC_bcarray.$o \
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$(OBJ)/luaJIT_BC_bcheck.$o \
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$(OBJ)/luaJIT_BC_bitar.$o \
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$(OBJ)/luaJIT_BC_xmath.$o \
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$(OBJ)/luaJIT_BC_v.$o \
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$(OBJ)/luaJIT_BC_dump.$o \
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$(OBJ)/luaJIT_BC_dis_x86.$o \
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$(OBJ)/luaJIT_BC_dis_x64.$o \
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# TODO: remove debugging modules from release build
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EDITOROBJS+= $(OBJ)/lunatic_m32.$o $(LUNATIC_COMMON_OBJS)
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EDITOROBJS+= $(OBJ)/lunatic_m32.$o $(LUNATIC_COMMON_OBJS)
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GAMEOBJS+= $(OBJ)/lunatic_game.$o $(LUNATIC_COMMON_OBJS)
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GAMEOBJS+= $(OBJ)/lunatic_game.$o $(LUNATIC_COMMON_OBJS)
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EDITOROBJS+= $(OBJ)/luaJIT_BC_defs_m32.$o
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ifneq ($(PLATFORM),WINDOWS)
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ifneq ($(PLATFORM),WINDOWS)
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# On non-Windows, we expect to have liblpeg.a (or a symlink to it) in source/.
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# On non-Windows, we expect to have liblpeg.a (or a symlink to it) in source/.
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# On Windows, it will reside in platform/Windows/lib32 or lib64.
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# On Windows, it will reside in platform/Windows/lib32 or lib64.
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@ -162,19 +178,10 @@ ifneq (0,$(LUNATIC))
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$(OBJ)/luaJIT_BC_lunacon.$o \
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$(OBJ)/luaJIT_BC_lunacon.$o \
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$(OBJ)/luaJIT_BC_randgen.$o \
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$(OBJ)/luaJIT_BC_randgen.$o \
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$(OBJ)/luaJIT_BC_stat.$o \
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$(OBJ)/luaJIT_BC_stat.$o \
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$(OBJ)/luaJIT_BC_bitar.$o \
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$(OBJ)/luaJIT_BC_control.$o \
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$(OBJ)/luaJIT_BC_control.$o \
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$(OBJ)/luaJIT_BC_bcarray.$o \
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$(OBJ)/luaJIT_BC_bcheck.$o \
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$(OBJ)/luaJIT_BC_xmath.$o \
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$(OBJ)/luaJIT_BC_defs.$o \
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$(OBJ)/luaJIT_BC_defs.$o \
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$(OBJ)/luaJIT_BC_v.$o \
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$(OBJ)/luaJIT_BC_dump.$o \
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$(OBJ)/luaJIT_BC_dis_x86.$o \
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$(OBJ)/luaJIT_BC_dis_x64.$o \
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$(OBJ)/luaJIT_BC_savegame.$o \
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$(OBJ)/luaJIT_BC_savegame.$o \
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$(OBJ)/luaJIT_BC_fs.$o \
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$(OBJ)/luaJIT_BC_fs.$o \
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# TODO: remove debugging modules from release build
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# now, take care of having the necessary symbols (sector, wall, etc.) in the
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# now, take care of having the necessary symbols (sector, wall, etc.) in the
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# executable no matter what the debugging level
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# executable no matter what the debugging level
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@ -10510,8 +10510,9 @@ int32_t ExtInit(void)
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i = L_RunOnce(&g_EmState, "defs_m32.ilua");
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i = L_RunOnce(&g_EmState, "defs_m32.ilua");
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if (i != 0)
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if (i != 0)
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{
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{
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initprintf("Lunatic: Error preparing global Lua state (code %d)\n", i);
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Em_DestroyState(&g_EmState);
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Em_DestroyState(&g_EmState);
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initprintf("Lunatic: Error preparing global Lua state (code %d)\n", i);
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return -1;
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}
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}
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}
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}
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#endif
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#endif
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@ -93,6 +93,14 @@ crc32once;
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luaJIT_BC_defs_common;
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luaJIT_BC_defs_common;
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luaJIT_BC_engine_maptext;
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luaJIT_BC_engine_maptext;
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luaJIT_BC_engine;
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luaJIT_BC_engine;
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luaJIT_BC_bcarray;
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luaJIT_BC_bcheck;
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luaJIT_BC_bitar;
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luaJIT_BC_xmath;
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luaJIT_BC_v;
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luaJIT_BC_dump;
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luaJIT_BC_dis_x86;
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luaJIT_BC_dis_x64;
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g_argv;
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g_argv;
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