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Lunatic: back up generated LunaCON code, recreate Lua state on map entering.
git-svn-id: https://svn.eduke32.com/eduke32@3787 1a8010ca-5511-0410-912e-c29ae57300e0
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e8ff49b6ef
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7 changed files with 76 additions and 25 deletions
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@ -120,7 +120,7 @@ int L_CreateState(L_State *estate, const char *name, void (*StateSetupFunc)(lua_
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void L_DestroyState(L_State *estate)
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{
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if (!estate->L)
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if (!L_IsInitialized(estate))
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return;
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Bfree(estate->name);
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@ -9836,6 +9836,50 @@ static void A_InitEnemyFlags(void)
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extern int32_t startwin_run(void);
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static void G_SetupGameButtons(void);
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#ifdef LUNATIC
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// Will be used to store CON code translated to Lua.
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int32_t g_elCONSize;
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char *g_elCON; // NOT 0-terminated!
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LUNATIC_EXTERN void El_SetCON(const char *conluacode)
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{
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int32_t slen = Bstrlen(conluacode);
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g_elCON = Bmalloc(slen);
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if (g_elCON == NULL)
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G_GameExit("OUT OF MEMORY in El_SetCON!");
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g_elCONSize = slen;
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Bmemcpy(g_elCON, conluacode, slen);
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}
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void El_CreateGameState(void)
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{
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int32_t i;
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El_DestroyState(&g_ElState);
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if ((i = El_CreateState(&g_ElState, "game")))
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{
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initprintf("Lunatic: Error initializing global ELua state (code %d)\n", i);
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}
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else
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{
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extern const char luaJIT_BC_defs[];
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if ((i = L_RunString(&g_ElState, (char *)luaJIT_BC_defs, 0,
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LUNATIC_DEFS_BC_SIZE, "defs.ilua")))
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{
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initprintf("Lunatic: Error preparing global ELua state (code %d)\n", i);
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El_DestroyState(&g_ElState);
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}
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}
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if (i)
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G_GameExit("Failure setting up Lunatic!");
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}
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#endif
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static void G_Startup(void)
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{
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int32_t i;
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@ -9858,24 +9902,7 @@ static void G_Startup(void)
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setbasepaltable(basepaltable, BASEPALCOUNT);
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#ifdef LUNATIC
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if ((i = El_CreateState(&g_ElState, "test")))
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{
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initprintf("Lunatic: Error initializing global ELua state (code %d)\n", i);
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}
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else
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{
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extern const char luaJIT_BC_defs[];
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if ((i = L_RunString(&g_ElState, (char *)luaJIT_BC_defs, 0,
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LUNATIC_DEFS_BC_SIZE, "defs.ilua")))
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{
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initprintf("Lunatic: Error preparing global ELua state (code %d)\n", i);
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El_DestroyState(&g_ElState);
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}
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}
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if (i)
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G_GameExit("Failure setting up Lunatic!");
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El_CreateGameState();
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C_InitQuotes();
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#endif
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@ -296,6 +296,10 @@ void Yax_SetBunchZs(int32_t sectnum, int32_t cf, int32_t daz);
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#define Yax_SetBunchZs(sectnum, cf, daz)
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#endif
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#ifdef LUNATIC
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void El_CreateGameState(void);
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#endif
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void A_SpawnCeilingGlass(int32_t i,int32_t sectnum,int32_t n);
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void A_SpawnGlass(int32_t i,int32_t n);
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void A_SpawnRandomGlass(int32_t i,int32_t wallnum,int32_t n);
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@ -566,6 +566,10 @@ int32_t g_RETURN; // deprecated from Lua
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decl("map_t MapInfo[$*$];", con_lang.MAXVOLUMES+1, con_lang.MAXLEVELS)
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decl[[
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int32_t g_elCONSize;
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char *g_elCON;
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void El_SetCON(const char *conluacode);
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const char *s_buildRev;
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const char *g_sizes_of_what[];
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int32_t g_sizes_of[];
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@ -1660,8 +1664,9 @@ G_.g_tile = g_tile
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local concode
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--- Compile CONs
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do
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--- Get Lua code for CON (+ mutator) code.
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if (ffiC.g_elCONSize == 0) then
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-- Compiling CON for the first time.
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read_into_string = readintostr_mod -- for lunacon
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local lunacon = require("lunacon")
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@ -1684,6 +1689,15 @@ do
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end
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assert(lineinfo)
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-- Back up the translated code on the C side.
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assert(type(concode)=="string")
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ffiC.El_SetCON(concode)
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else
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-- CON was already compiled.
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concode = ffi.string(ffiC.g_elCON, ffiC.g_elCONSize)
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end
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do
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-- Translate one Lua line number to a CON file name + line number
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local function transline(lnum)
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return string.format("%s:%d", lineinfo:getfline(tonumber(lnum)))
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@ -86,6 +86,10 @@ luaJIT_BC_engine_maptext;
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g_elCONSize;
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g_elCON;
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El_SetCON;
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s_buildRev;
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g_sizes_of_what;
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g_sizes_of;
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@ -52,12 +52,12 @@ local mt = {
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local tout = ffi.new("uint32_t [4]")
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repeat
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s.y = get_rand_u32()
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s.y = get_rand_u32(tin)
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until (s.y ~= 0) -- y must not be zero!
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s.x = get_rand_u32()
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s.z = get_rand_u32()
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s.c = get_rand_u32() % 698769068 + 1 -- Should be less than 698769069
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s.x = get_rand_u32(tin)
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s.z = get_rand_u32(tin)
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s.c = get_rand_u32(tin) % 698769068 + 1 -- Should be less than 698769069
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end,
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},
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}
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@ -1120,6 +1120,8 @@ static inline void prelevel(char g)
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}
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#ifdef LUNATIC
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El_CreateGameState();
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if (g_testLua)
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{
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if (L_IsInitialized(&g_ElState))
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