mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 10:40:46 +00:00
Lunatic: major overhaul of gamevar serialization for savegames.
- Handle local gamevars. - Restore gamevars from require('end_gamevars'). git-svn-id: https://svn.eduke32.com/eduke32@3891 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
10379910c1
commit
b319ae5613
6 changed files with 256 additions and 103 deletions
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@ -9,6 +9,7 @@ local ffiC = ffi.C
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local CF = CF
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local bit = bit
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local coroutine = coroutine
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local string = string
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local table = table
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local math = math
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@ -578,6 +579,8 @@ 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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char *g_elSavecode;
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void El_FreeSaveCode(void);
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const char *(*El_SerializeGamevars)(int32_t *slenptr);
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const char *s_buildRev;
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@ -1385,6 +1388,7 @@ local package_loaded = {} -- [<modname>] = false/true/table
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local modname_stack = {} -- [<depth>]=string
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local module_gamevars = {} -- [<modname>] = { <gvname1>, <gvname2>, ... }
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local module_gvlocali = {} -- [<modname>] = { <localidx_beg>, <localidx_end> }
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local module_thread = {} -- [<modname>] = <module_thread>
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local function getcurmodname(thisfuncname)
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if (#modname_stack == 0) then
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@ -1421,7 +1425,7 @@ local function getnumlocals(l)
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for i=1,200 do
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-- level:
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-- 0 is getlocal() itself.
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-- 1 is this function.
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-- 1 is this function (getnumlocals).
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-- 2 is the function calling getnumlocals()
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-- 3 is the function calling that one.
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if (debug.getlocal(3, i) == nil) then
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@ -1438,6 +1442,27 @@ local required_module_mt = {
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__metatable = true,
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}
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-- Will contain a function to restore gamevars when running from savegame
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-- restoration. See SAVEFUNC_ARGS for its arguments.
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local g_restorefunc = nil
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-- Local gamevar restoration function run from
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-- our_require('end_gamevars') <- [user module].
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local function restore_local(li, lval)
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-- level:
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-- 0 is getlocal() itself.
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-- 1 is this function (restore_local).
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-- 2 is the function calling restore_local(), the savecode.
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-- 3 is the function calling the savecode, our_require.
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-- 4 is the function calling our_require, the module function.
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if (ffiC._DEBUG_LUNATIC ~= 0) then
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printf("Restoring index #%d (%s) with value %s",
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li, debug.getlocal(4, li), tostring(lval))
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end
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assert(debug.setlocal(4, li, lval))
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end
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-- The "require" function accessible to Lunatic code.
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-- Base modules in allowed_modules are wrapped so that they cannot be
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-- modified, user modules are searched in the EDuke32 search
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@ -1475,11 +1500,24 @@ local function our_require(modname, ...)
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gvmodi[2] = getnumlocals()
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if (ffiC._DEBUG_LUNATIC ~= 0) then
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printf("Module '%s' has %d locals, index %d to %d", thismodname,
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gvmodi[2]-gvmodi[1]+1, gvmodi[1], gvmodi[2])
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local numlocals = gvmodi[2]-gvmodi[1]+1
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if (numlocals > 0) then
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printf("Module '%s' has %d locals, index %d to %d",
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thismodname, numlocals, gvmodi[1], gvmodi[2])
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end
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end
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return
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-- Potentially restore gamevars.
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if (g_restorefunc) then
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local modtab = package_loaded[thismodname]
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assert(type(modtab)=="table")
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-- SAVEFUNC_ARGS.
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g_restorefunc(thismodname, modtab, restore_local)
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end
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-- Return whether we're NOT running from a savegame restore in the
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-- second outarg. (Lunatic-private!)
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return nil, (g_restorefunc==nil)
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end
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-- See whether it's a base module name.
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@ -1513,6 +1551,10 @@ local function our_require(modname, ...)
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errorf(ERRLEV-1, "Couldn't open file \"%s\"", modfn)
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end
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-- Implant code that yields the module thread just before it would return
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-- otherwise.
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str = str.."\nrequire('coroutine').yield()"
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local modfunc, errmsg = loadstring(str, modfn)
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if (modfunc == nil) then
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errorf(ERRLEV-1, "Couldn't load \"%s\": %s", modname, errmsg)
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@ -1521,19 +1563,49 @@ local function our_require(modname, ...)
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package_loaded[modname] = false -- 'not yet loaded'
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table.insert(modname_stack, modname)
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-- Run the module code!
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modfunc(modname, ...) -- TODO: call protected and report errors here later?
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-- Run the module code in a separate Lua thread!
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local modthread = coroutine.create(modfunc)
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local ok, retval = coroutine.resume(modthread, modname, ...)
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if (not ok) then
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errorf(ERRLEV-1, "Failed running \"%s\": %s", modname, retval)
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end
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table.remove(modname_stack)
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local modtab = package_loaded[modname]
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if (type(modtab) == "table") then
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-- Protect module table if there is one...
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setmetatable(modtab, required_module_mt)
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if (type(modtab) ~= "table") then
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-- The module didn't call our 'module'. Check if it returned a table.
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-- In that case, the coroutine has finished its main function and has
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-- not reached our implanted 'yield'.
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if (coroutine.status(modthread)=="dead" and type(retval)=="table") then
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modtab = retval
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package_loaded[modname] = modtab
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else
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package_loaded[modname] = true
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end
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end
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if (type(modtab) == "table") then
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-- Protect module table in any case (i.e. either if the module used our
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-- 'module' or if it returned a table).
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setmetatable(modtab, required_module_mt)
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end
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local gvmodi = module_gvlocali[modname]
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if (gvmodi and gvmodi[2]>=gvmodi[1]) then
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if (coroutine.status(modthread)=="suspended") then
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-- Save off the suspended thread so that we may get its locals later on.
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-- It is never resumed, but only ever used for debug.getlocal().
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module_thread[modname] = modthread
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if (ffiC._DEBUG_LUNATIC ~= 0) then
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printf("Keeping coroutine for module \"%s\"", modname)
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end
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end
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end
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return modtab
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end
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@ -1557,7 +1629,7 @@ local function our_module()
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local modname = getcurmodname("module")
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if (type(package_loaded[modname])=="table") then
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if (package_loaded[modname]) then
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error("'module' must be called at most once per require'd file", 2)
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end
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@ -1902,12 +1974,16 @@ do
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ffiC.El_SerializeGamevars = function(slenptr)
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local sb = savegame.savebuffer()
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sb:addraw("local M")
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-- Module name, module table, restore_local. See SAVEFUNC_ARGS.
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sb:addraw("local N,M,F=...")
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-- A local to temporarily hold module locals.
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sb:addraw("local L")
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-- XXX: System gamevars?
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-- XXX: System gamevars? Most of them ought to be saved with C data.
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for modname, modvars in pairs(module_gamevars) do
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-- NOTE: when emitting 'require' code, reverse '.' -> '/' substitution.
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sb:addrawf("M=require%q", modname:gsub("/","."))
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sb:addrawf("if (N==%q) then", modname)
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-- Handle global gamevars first.
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for i=1,#modvars do
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local varname = modvars[i]
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-- Serialize gamevar named 'varname' from module named 'modname'.
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@ -1920,6 +1996,29 @@ do
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return (modname==CON_MODULE_NAME and "<CON>" or modname).."."..varname
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end
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end
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local modthread = module_thread[modname]
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if (modthread) then
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-- Handle local gamevars.
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local gvmodi = module_gvlocali[modname]
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for li=gvmodi[1],gvmodi[2] do
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-- Serialize local with index <li>. Get its value first.
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local lname, lval = debug.getlocal(modthread, 1, li)
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if (sb:add("L", lval)) then
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-- We couldn't serialize that gamevar.
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slenptr[0] = -1
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return "local "..modname.."."..lname
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end
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-- Call restore_local.
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sb:addrawf("F(%d,L)", li)
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end
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end
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sb:addraw("end")
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end
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-- Get the whole code as a string.
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@ -2060,6 +2159,19 @@ setmetatable(
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-- environment earlier.
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setfenv(0, _G)
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do
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-- If we're running from a savegame restoration, create the restoration
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-- function. Must be here, after the above setfenv(), because it must be
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-- created in this protected ('user') context!
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local cstr = ffiC.g_elSavecode
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if (cstr~=nil) then
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local restorecode = ffi.string(cstr)
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ffiC.El_FreeSaveCode()
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g_restorefunc = assert(loadstring(restorecode))
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end
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end
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-- Run the CON code translated into Lua.
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if (concode) then
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local confunc, conerrmsg = loadstring(concode, "CON")
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@ -2067,10 +2179,11 @@ if (concode) then
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error("Failure loading translated CON code: "..conerrmsg, 0)
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end
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local conmodule, conlabels = confunc()
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package_loaded[CON_MODULE_NAME] = conmodule
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module_gamevars[CON_MODULE_NAME] = { "A", "V" } -- See CON_GAMEVARS is lunacon.lua.
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-- Emulate our 'require' for the CON module when running it, for
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-- our_module() which is called from the generated Lua code.
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table.insert(modname_stack, CON_MODULE_NAME)
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local conlabels = confunc()
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table.remove(modname_stack)
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-- Set up CON.DEFS module, providing access to labels defined in CON from Lua.
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local mt = { __index = conlabels, __newindex = basemodule_newindex }
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@ -93,6 +93,8 @@ g_elCONSize;
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g_elCON;
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El_SetCON;
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g_elSavecode;
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El_FreeSaveCode;
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El_SerializeGamevars;
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s_buildRev;
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@ -177,6 +177,7 @@ local function new_initial_codetab()
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-- mapping system.
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return {
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-- Requires.
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"local require=require",
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"local _con, _bit, _math = require'con', require'bit', require'math'",
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"local _xmath, _geom = require'xmath', require'geom'",
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@ -191,10 +192,17 @@ local function new_initial_codetab()
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"local _band, _bor, _bxor = _bit.band, _bit.bor, _bit.bxor",
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"local _lsh, _rsh, _arsh = _bit.lshift, _bit.rshift, _bit.arshift",
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-- Switch function table, indexed by global switch sequence number:
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"local _SW = {}",
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-- CON "states" (subroutines), gamevars and gamearrays (see mangle_name())
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"local _F,_V,_A={},{},{}",
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-- * CON "states" (subroutines) and
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-- * Switch function table, indexed by global switch sequence number:
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"local _F,_SW = {},{}",
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-- CON gamevars and gamearrays (see mangle_name()), set up for
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-- restoration from savegames.
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"module(...)",
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"_V,_A={},{}",
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"-- NOTE to the reader: This require's result is Lunatic-private API! DO NOT USE!",
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"local _dummy,_S=require'end_gamevars'",
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"local _V,_A=_V,_A",
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-- Static ivec3s so that no allocations need to be made.
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"local _IVEC = { _geom.ivec3(), _geom.ivec3() }",
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@ -1220,7 +1228,9 @@ function Cmd.gamearray(identifier, initsize)
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local ga = { name=mangle_name(identifier, "A"), size=initsize }
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g_gamearray[identifier] = ga
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addcode("if _S then")
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addcodef("%s=_con._gamearray(%d)", ga.name, initsize)
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addcode("end")
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end
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function Cmd.gamevar(identifier, initval, flags)
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@ -1272,6 +1282,7 @@ function Cmd.gamevar(identifier, initval, flags)
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local linestr = "--"..getlinecol(g_lastkwpos)
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-- Emit code to set the variable at Lua parse time.
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-- XXX: How does this interact with savegame restoration?
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if (bit.band(oflags, GVFLAG.PERPLAYER) ~= 0) then
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-- Replace player index by 0. PLAYER_0.
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-- TODO_MP: init for all players.
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@ -1300,7 +1311,8 @@ function Cmd.gamevar(identifier, initval, flags)
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local gv = { name=mangle_name(identifier, "V"), flags=flags }
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g_gamevar[identifier] = gv
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-- TODO: Write gamevar system on the Lunatic side and hook it up.
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addcode("if _S then")
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if (bit.band(flags, GVFLAG.PERX_MASK)==GVFLAG.PERACTOR) then
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addcodef("%s=_con.actorvar(%d)", gv.name, initval)
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elseif (bit.band(flags, GVFLAG.PERX_MASK)==GVFLAG.PERPLAYER and g_cgopt["playervar"]) then
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@ -1309,6 +1321,8 @@ function Cmd.gamevar(identifier, initval, flags)
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else
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addcodef("%s=%d", gv.name, initval)
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end
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addcode("end")
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end
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function Cmd.dynamicremap()
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@ -3325,12 +3339,8 @@ end
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-- <lineinfop>: Get line info?
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local function get_code_string(codetab, lineinfop)
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-- Finalize translated code: return table containing gamevar and gamearray
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-- tables. CON_GAMEVARS.
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codetab[#codetab+1] = "return { V=_V, A=_A }"
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-- Return defined labels in a table...
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codetab[#codetab+1] = ",{"
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codetab[#codetab+1] = "return {"
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for label, val in pairs(g_labeldef) do
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-- ... skipping 'NO' and those that are gamevars in C-CON.
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if (g_labeltype[label]==LABEL.NUMBER and not g_labelspecial[label]) then
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@ -62,7 +62,6 @@ local savebuffer_mt = {
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if (isSerializeable(value)) then
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-- We have a serializeable object from Lunatic
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-- (e.g. actorvar).
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-- TODO: clean up (e.g. clear default values for actorvar).
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-- First, get the code necessary to create this object,
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-- usually 'require'ing a module into a local variable.
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@ -78,9 +77,8 @@ local savebuffer_mt = {
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-- We have a Lua table.
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havetab = true
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-- Clear the table instead of creating a new one.
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-- This way, local references to it don't become stale.
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self:addrawf("ct(%s)", refcode)
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-- Create a new table for this gamevar.
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self:addrawf("%s={}", refcode)
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for k,v in pairs(value) do
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local keystr = basicSerialize(k)
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@ -138,11 +136,6 @@ local function sb_get_initial_strbuf()
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return {
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"local nan, inf = 0/0, 1/0",
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"local t, f = true, false",
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"local pairs = assert(pairs)",
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-- Clear table function:
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"local function ct(t)",
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" for k in pairs(t) do t[k]=nil end",
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"end",
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}
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end
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@ -1,6 +1,8 @@
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local require = require
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local con = require "con"
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local string = require("string")
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local con = require("con")
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local gv = gv
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local sprite = sprite
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@ -35,6 +37,7 @@ require "end_gamevars"
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-- refer to locals defined prior to the gamevar section in it.
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local tag = tag
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local Q = 1200
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gameevent{"JUMP", actor.FLAGS.chain_beg,
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function(aci, pli)
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@ -75,3 +78,15 @@ function(aci, pli)
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insp = not insp
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end}
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-- Display the number of times we jumped on the screen.
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gameevent
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{
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"DISPLAYREST",
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function()
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con._definequote(Q, string.format("jumped %d times", ournumjumps))
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-- NOTE: uses INTERNAL interface, don't copy!
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con._minitext(160, 10, Q, 0,0)
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end
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}
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@ -1700,17 +1700,11 @@ static uint8_t *dosaveplayer2(FILE *fil, uint8_t *mem)
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PRINTSIZE("ud");
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mem=writespecdata(svgm_secwsp, fil, mem); // sector, wall, sprite
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PRINTSIZE("sws");
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mem=writespecdata(svgm_script, fil, mem); // script
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PRINTSIZE("script");
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mem=writespecdata(svgm_anmisc, fil, mem); // animates, quotes & misc.
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PRINTSIZE("animisc");
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#if !defined LUNATIC
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Gv_WriteSave(fil, 1); // gamevars
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mem=writespecdata(svgm_vars, 0, mem);
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PRINTSIZE("vars");
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#else
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#ifdef LUNATIC
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{
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// Serialize Lunatic gamevars. When loading, the restoration code must
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// be present before Lua state creation in svgm_script, so save it
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// right before, too.
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int32_t slen, slen_ext;
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||||
const char *svcode = El_SerializeGamevars(&slen);
|
||||
|
||||
|
@ -1722,56 +1716,35 @@ static uint8_t *dosaveplayer2(FILE *fil, uint8_t *mem)
|
|||
return mem;
|
||||
}
|
||||
|
||||
// TODO: compress text.
|
||||
fwrite("\0\1LunaGVAR\3\4", 12, 1, fil);
|
||||
slen_ext = B_LITTLE32(slen);
|
||||
fwrite(&slen_ext, sizeof(slen_ext), 1, fil);
|
||||
fwrite(svcode, slen, 1, fil);
|
||||
dfwrite(svcode, 1, slen, fil); // cnt and sz swapped
|
||||
|
||||
g_savedOK = 1;
|
||||
}
|
||||
#endif
|
||||
mem=writespecdata(svgm_script, fil, mem); // script
|
||||
PRINTSIZE("script");
|
||||
mem=writespecdata(svgm_anmisc, fil, mem); // animates, quotes & misc.
|
||||
PRINTSIZE("animisc");
|
||||
|
||||
#if !defined LUNATIC
|
||||
Gv_WriteSave(fil, 1); // gamevars
|
||||
mem=writespecdata(svgm_vars, 0, mem);
|
||||
PRINTSIZE("vars");
|
||||
#endif
|
||||
|
||||
return mem;
|
||||
}
|
||||
|
||||
#define LOADRD(ptr, sz, cnt) (kdfread(ptr,sz,cnt,fil)!=(cnt))
|
||||
#define LOADRDU(ptr, sz, cnt) (kread(fil,ptr,(sz)*(cnt))!=(sz)*(cnt))
|
||||
#ifdef LUNATIC
|
||||
char *g_elSavecode = NULL;
|
||||
|
||||
static int32_t doloadplayer2(int32_t fil, uint8_t **memptr)
|
||||
static int32_t El_ReadSaveCode(int32_t fil)
|
||||
{
|
||||
uint8_t *mem = memptr ? *memptr : NULL;
|
||||
#ifdef DEBUGGINGAIDS
|
||||
uint8_t *tmem=mem;
|
||||
int32_t t=getticks();
|
||||
#endif
|
||||
if (readspecdata(svgm_udnetw, fil, &mem)) return -2;
|
||||
PRINTSIZE("ud");
|
||||
if (readspecdata(svgm_secwsp, fil, &mem)) return -4;
|
||||
PRINTSIZE("sws");
|
||||
if (readspecdata(svgm_script, fil, &mem)) return -5;
|
||||
PRINTSIZE("script");
|
||||
if (readspecdata(svgm_anmisc, fil, &mem)) return -6;
|
||||
PRINTSIZE("animisc");
|
||||
|
||||
#if !defined LUNATIC
|
||||
if (Gv_ReadSave(fil, 1)) return -7;
|
||||
|
||||
if (mem)
|
||||
{
|
||||
int32_t i;
|
||||
|
||||
sv_makevarspec();
|
||||
for (i=1; svgm_vars[i].flags!=DS_END; i++)
|
||||
{
|
||||
Bmemcpy(mem, svgm_vars[i].ptr, svgm_vars[i].size*svgm_vars[i].cnt); // careful! works because there are no DS_DYNAMIC's!
|
||||
mem += svgm_vars[i].size*svgm_vars[i].cnt;
|
||||
}
|
||||
}
|
||||
PRINTSIZE("vars");
|
||||
#else
|
||||
{
|
||||
// Read Lua code to restore gamevar values from the savegame and run it.
|
||||
// Read Lua code to restore gamevar values from the savegame.
|
||||
// It will be run from Lua with its state creation later on.
|
||||
|
||||
char header[12];
|
||||
int32_t slen;
|
||||
|
@ -1803,23 +1776,70 @@ static int32_t doloadplayer2(int32_t fil, uint8_t **memptr)
|
|||
|
||||
if (slen > 0)
|
||||
{
|
||||
char *svcode = Bmalloc(slen);
|
||||
char *svcode = Bmalloc(slen+1);
|
||||
if (svcode == NULL)
|
||||
G_GameExit("OUT OF MEMORY in doloadplayer2().");
|
||||
|
||||
if (kread(fil, svcode, slen) != slen)
|
||||
if (kdfread(svcode, 1, slen, fil) != slen) // cnt and sz swapped
|
||||
{
|
||||
OSD_Printf("doloadplayer2: failed reading Lunatic gamevar restoration code.\n");
|
||||
Bfree(svcode);
|
||||
return -104;
|
||||
}
|
||||
|
||||
if (L_RunString(&g_ElState, svcode, 0, slen, "luaload"))
|
||||
svcode[slen] = 0;
|
||||
g_elSavecode = svcode;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void El_FreeSaveCode(void)
|
||||
{
|
||||
OSD_Printf("doloadplayer2: failed restoring Lunatic gamevars.\n");
|
||||
return -105;
|
||||
}
|
||||
// Free Lunatic gamevar savegame restoration Lua code.
|
||||
Bfree(g_elSavecode);
|
||||
g_elSavecode = NULL;
|
||||
}
|
||||
#endif
|
||||
|
||||
static int32_t doloadplayer2(int32_t fil, uint8_t **memptr)
|
||||
{
|
||||
uint8_t *mem = memptr ? *memptr : NULL;
|
||||
#ifdef DEBUGGINGAIDS
|
||||
uint8_t *tmem=mem;
|
||||
int32_t t=getticks();
|
||||
#endif
|
||||
if (readspecdata(svgm_udnetw, fil, &mem)) return -2;
|
||||
PRINTSIZE("ud");
|
||||
if (readspecdata(svgm_secwsp, fil, &mem)) return -4;
|
||||
PRINTSIZE("sws");
|
||||
#ifdef LUNATIC
|
||||
{
|
||||
int32_t ret = El_ReadSaveCode(fil);
|
||||
if (ret < 0)
|
||||
return ret;
|
||||
}
|
||||
#endif
|
||||
if (readspecdata(svgm_script, fil, &mem)) return -5;
|
||||
PRINTSIZE("script");
|
||||
if (readspecdata(svgm_anmisc, fil, &mem)) return -6;
|
||||
PRINTSIZE("animisc");
|
||||
|
||||
#if !defined LUNATIC
|
||||
if (Gv_ReadSave(fil, 1)) return -7;
|
||||
|
||||
if (mem)
|
||||
{
|
||||
int32_t i;
|
||||
|
||||
sv_makevarspec();
|
||||
for (i=1; svgm_vars[i].flags!=DS_END; i++)
|
||||
{
|
||||
Bmemcpy(mem, svgm_vars[i].ptr, svgm_vars[i].size*svgm_vars[i].cnt); // careful! works because there are no DS_DYNAMIC's!
|
||||
mem += svgm_vars[i].size*svgm_vars[i].cnt;
|
||||
}
|
||||
}
|
||||
PRINTSIZE("vars");
|
||||
#endif
|
||||
|
||||
if (memptr)
|
||||
|
|
Loading…
Reference in a new issue