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
This commit is contained in:
helixhorned 2013-12-31 11:52:01 +00:00
parent 13c125db02
commit 49de6d79b3
3 changed files with 27 additions and 11 deletions

View file

@ -144,10 +144,26 @@ MISCEDITORDEPS=
## Lunatic devel ## Lunatic devel
ifneq (0,$(LUNATIC)) ifneq (0,$(LUNATIC))
LUNATIC_COMMON_OBJS = $(OBJ)/luaJIT_BC_defs_common.$o $(OBJ)/luaJIT_BC_engine_maptext.$o $(OBJ)/luaJIT_BC_engine.$o LUNATIC_COMMON_OBJS = \
$(OBJ)/luaJIT_BC_defs_common.$o \
$(OBJ)/luaJIT_BC_engine_maptext.$o \
$(OBJ)/luaJIT_BC_engine.$o \
$(OBJ)/luaJIT_BC_bcarray.$o \
$(OBJ)/luaJIT_BC_bcheck.$o \
$(OBJ)/luaJIT_BC_bitar.$o \
$(OBJ)/luaJIT_BC_xmath.$o \
$(OBJ)/luaJIT_BC_v.$o \
$(OBJ)/luaJIT_BC_dump.$o \
$(OBJ)/luaJIT_BC_dis_x86.$o \
$(OBJ)/luaJIT_BC_dis_x64.$o \
# TODO: remove debugging modules from release build
EDITOROBJS+= $(OBJ)/lunatic_m32.$o $(LUNATIC_COMMON_OBJS) EDITOROBJS+= $(OBJ)/lunatic_m32.$o $(LUNATIC_COMMON_OBJS)
GAMEOBJS+= $(OBJ)/lunatic_game.$o $(LUNATIC_COMMON_OBJS) GAMEOBJS+= $(OBJ)/lunatic_game.$o $(LUNATIC_COMMON_OBJS)
EDITOROBJS+= $(OBJ)/luaJIT_BC_defs_m32.$o
ifneq ($(PLATFORM),WINDOWS) ifneq ($(PLATFORM),WINDOWS)
# On non-Windows, we expect to have liblpeg.a (or a symlink to it) in source/. # On non-Windows, we expect to have liblpeg.a (or a symlink to it) in source/.
# On Windows, it will reside in platform/Windows/lib32 or lib64. # On Windows, it will reside in platform/Windows/lib32 or lib64.
@ -162,19 +178,10 @@ ifneq (0,$(LUNATIC))
$(OBJ)/luaJIT_BC_lunacon.$o \ $(OBJ)/luaJIT_BC_lunacon.$o \
$(OBJ)/luaJIT_BC_randgen.$o \ $(OBJ)/luaJIT_BC_randgen.$o \
$(OBJ)/luaJIT_BC_stat.$o \ $(OBJ)/luaJIT_BC_stat.$o \
$(OBJ)/luaJIT_BC_bitar.$o \
$(OBJ)/luaJIT_BC_control.$o \ $(OBJ)/luaJIT_BC_control.$o \
$(OBJ)/luaJIT_BC_bcarray.$o \
$(OBJ)/luaJIT_BC_bcheck.$o \
$(OBJ)/luaJIT_BC_xmath.$o \
$(OBJ)/luaJIT_BC_defs.$o \ $(OBJ)/luaJIT_BC_defs.$o \
$(OBJ)/luaJIT_BC_v.$o \
$(OBJ)/luaJIT_BC_dump.$o \
$(OBJ)/luaJIT_BC_dis_x86.$o \
$(OBJ)/luaJIT_BC_dis_x64.$o \
$(OBJ)/luaJIT_BC_savegame.$o \ $(OBJ)/luaJIT_BC_savegame.$o \
$(OBJ)/luaJIT_BC_fs.$o \ $(OBJ)/luaJIT_BC_fs.$o \
# TODO: remove debugging modules from release build
# now, take care of having the necessary symbols (sector, wall, etc.) in the # now, take care of having the necessary symbols (sector, wall, etc.) in the
# executable no matter what the debugging level # executable no matter what the debugging level

View file

@ -10510,8 +10510,9 @@ int32_t ExtInit(void)
i = L_RunOnce(&g_EmState, "defs_m32.ilua"); i = L_RunOnce(&g_EmState, "defs_m32.ilua");
if (i != 0) if (i != 0)
{ {
initprintf("Lunatic: Error preparing global Lua state (code %d)\n", i);
Em_DestroyState(&g_EmState); Em_DestroyState(&g_EmState);
initprintf("Lunatic: Error preparing global Lua state (code %d)\n", i);
return -1;
} }
} }
#endif #endif

View file

@ -93,6 +93,14 @@ crc32once;
luaJIT_BC_defs_common; luaJIT_BC_defs_common;
luaJIT_BC_engine_maptext; luaJIT_BC_engine_maptext;
luaJIT_BC_engine; luaJIT_BC_engine;
luaJIT_BC_bcarray;
luaJIT_BC_bcheck;
luaJIT_BC_bitar;
luaJIT_BC_xmath;
luaJIT_BC_v;
luaJIT_BC_dump;
luaJIT_BC_dis_x86;
luaJIT_BC_dis_x64;
g_argv; g_argv;