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https://github.com/ZDoom/raze-gles.git
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b319ae5613
- Handle local gamevars. - Restore gamevars from require('end_gamevars'). git-svn-id: https://svn.eduke32.com/eduke32@3891 1a8010ca-5511-0410-912e-c29ae57300e0
149 lines
4.8 KiB
Lua
149 lines
4.8 KiB
Lua
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-- Savegame facilities for Lunatic.
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local string = require("string")
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local table = require("table")
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local assert = assert
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local getmetatable = getmetatable
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local pairs = pairs
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local setmetatable = setmetatable
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local tostring = tostring
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local type = type
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module(...)
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---=== Serialization, based on the idea from PiL ===---
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assert(tostring(0/0)=="nan")
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assert(tostring(1/0)=="inf")
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-- Serialize a 'primitive' Lua value.
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local function basicSerialize(o)
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-- Compare with sb_get_initial_strbuf() below.
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-- XXX: nil?
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if (type(o) == "number") then
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-- NOTE: NaN and infinity handled.
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return tostring(o)
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elseif (type(o) == "boolean") then
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return o and "t" or "f"
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elseif (type(o) == "string") then
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-- TODO: return refname if it's shorter
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return string.format("%q", o)
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end
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end
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local function isSerializeable(obj)
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return (getmetatable(obj)=="serializeable")
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end
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-- 'Save buffer' class. Objects of this class keep track of a string buffer
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-- contiaining Lua code to recreate the values of particular variables from a
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-- user Lunatic environment.
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local savebuffer_mt = {
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__index = {
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-- Add an entry of Lua object <value> that can be referenced by
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-- <refcode> (which should be Lua code that can appear on both sides of
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-- an assignment).
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-- Returns 'true' if <value> cannot be serialized.
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add = function(self, refcode, value)
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local valcode = basicSerialize(value)
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local havetab = false
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if (valcode == nil) then
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-- <value> is a not a 'basic' Lua object, but one passed by
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-- reference.
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if (not self.val2ref[value]) then
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-- Object is being serialized for the first time.
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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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-- 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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local reqcode = value:_get_require()
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if (self.havereq[reqcode] == nil) then
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self.havereq[reqcode] = true
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self.strbuf[#self.strbuf+1] = reqcode
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end
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valcode = value:_serialize()
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elseif (type(value)=="table") then
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-- We have a Lua table.
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havetab = true
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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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if (keystr == nil) then
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return true
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end
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if (type(v)=="table" and not isSerializeable(v)) then
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-- nested tables: NYI
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return true
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end
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-- Generate the name under which the table element
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-- is referenced.
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local refcode2 = string.format("%s[%s]", refcode, keystr)
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-- Recurse!
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self:add(refcode2, v)
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end
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else
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-- We have anything else: can't serialize.
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return true
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end
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self.val2ref[value] = refcode
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else
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valcode = self.val2ref[value]
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end
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end
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if (not havetab) then
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self:addraw(refcode.."="..valcode)
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end
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end,
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-- Add a single string to the buffer.
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addraw = function(self, str)
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self.strbuf[#self.strbuf+1] = str
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end,
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-- Add a single formatted string to the buffer.
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addrawf = function(self, fmt, ...)
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self:addraw(string.format(fmt, ...))
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end,
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-- Get the Lua code recreating the values as a string.
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getcode = function(self)
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self.strbuf[#self.strbuf+1] = "" -- add newline at EOS
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return table.concat(self.strbuf, "\n")
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end,
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}
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}
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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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}
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end
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-- Create a new savebuffer object.
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function savebuffer()
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-- .val2ref: [<Lua object>] = <Lua code string>
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-- .havereq = [<string>] = true
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-- .strbuf: array of Lua code pieces
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local sb = { val2ref={}, havereq={}, strbuf=sb_get_initial_strbuf() }
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return setmetatable(sb, savebuffer_mt)
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end
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