- attempt to save and load scenario info in saved games

This commit is contained in:
Mark Vejvoda
2012-03-26 06:48:58 +00:00
parent 98351fedba
commit 4f1bee5aea
7 changed files with 552 additions and 58 deletions

View File

@@ -140,6 +140,117 @@ void LuaScript::DumpGlobals()
}
}
void LuaScript::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
LuaHandle *L = luaState;
// push the first key (nil = beginning of table)
lua_pushnil(L);
// lua_next will:
// 1 - pop the key
// 2 - push the next key
// 3 - push the value at that key
// ... so the key will be at index -2 and the value at index -1
while (lua_next(L, LUA_GLOBALSINDEX) != 0) {
// get type of key and value
int key_type = lua_type(L, -2);
int value_type = lua_type(L, -1);
// support only string keys
// globals aren't likely to have a non-string key, but just to be certain ...
if (key_type != LUA_TSTRING) {
lua_pop(L, 1); // pop the value so that the top contains the key for the next iteration
continue;
}
// support only number, boolean and string values
if (value_type != LUA_TNUMBER &&
value_type != LUA_TBOOLEAN &&
value_type != LUA_TSTRING) {
lua_pop(L, 1); // again, pop the value before going to the next loop iteration
continue;
}
// get the key as a string
string key_string = lua_tostring(L, -2); // no copy required - we already know this is a string
// do not support variables that start with '_'
// lua has some predefined values like _VERSION. They all start with underscore
if (!key_string.size()) { // this again is highly unlikely, but still ...
lua_pop(L, 1);
continue;
}
if (key_string[0] == '_') {
lua_pop(L, 1);
continue;
}
string value_string;
// convert the value to a string. This depends on its type
switch (value_type) {
case LUA_TSTRING:
case LUA_TNUMBER:
// numbers can be converted to strings
// get the value as a string (this requires a copy because traversing tables
// uses the top of the stack as an index. If conversion from a number to string
// happens, the top of the stack will be altered and the table index will become invalid)
lua_pushvalue(L, -1);
value_string = lua_tostring(L, -1);
lua_pop(L, 1);
break;
case LUA_TBOOLEAN:
value_string = lua_toboolean(L, -1) == 0 ? "false" : "true";
break;
}
// enclose the value in "" if it is a string
if (value_type == LUA_TSTRING) {
value_string = "\"" + value_string + "\"";
}
// resulting line. Somehow save this and when you need to restore it, just
// call luaL_dostring with that line.
//SaveLine(key_string + " = " + value_string); // Pop the value so the index remains on top of the stack for the next iteration
//printf("Found global LUA var: %s = %s\n",key_string.c_str(),value_string.c_str());
XmlNode *luaScriptNode = rootNode->addChild("LuaScript");
luaScriptNode->addAttribute("variable",key_string, mapTagReplacements);
luaScriptNode->addAttribute("value",value_string, mapTagReplacements);
luaScriptNode->addAttribute("value_type",intToStr(value_type), mapTagReplacements);
lua_pop(L, 1);
}
}
void LuaScript::loadGame(const XmlNode *rootNode) {
const XmlNode *luaScriptNode = rootNode;
vector<XmlNode *> luaScriptNodeList = rootNode->getChildList("LuaScript");
for(unsigned int i = 0; i < luaScriptNodeList.size(); ++i) {
XmlNode *node = luaScriptNodeList[i];
string variable = node->getAttribute("variable")->getValue();
int value_type = node->getAttribute("value_type")->getIntValue();
switch (value_type) {
case LUA_TSTRING:
lua_pushstring( luaState, node->getAttribute("value")->getValue().c_str() );
break;
case LUA_TNUMBER:
lua_pushnumber( luaState, node->getAttribute("value")->getIntValue() );
break;
case LUA_TBOOLEAN:
lua_pushboolean( luaState, node->getAttribute("value")->getIntValue() );
break;
}
lua_setglobal( luaState, variable.c_str() );
}
}
LuaScript::~LuaScript() {
Lua_STREFLOP_Wrapper streflopWrapper;