- fixed lua 5.2 code for save / load games
- cmake now prefers lua 5.2 over 5.1
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@ -21,6 +21,7 @@ ENDIF(LUA_INCLUDE_DIR AND LUA_LIBRARIES)
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FIND_PATH(LUA_INCLUDE_DIR NAMES lua.hpp
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PATHS /usr/include
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/usr/include/lua
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/usr/include/lua5.2
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/usr/include/lua5.1
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IF(FreeBSD)
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SET(PATHS "/usr/local/include/lua51")
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@ -29,7 +30,7 @@ FIND_PATH(LUA_INCLUDE_DIR NAMES lua.hpp
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)
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IF (LUA_STATIC AND NOT LUA_LIBRARIES)
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FIND_LIBRARY(LUA_LIBRARIES NAMES liblua5.1.a liblua.a lua5.1 lua
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FIND_LIBRARY(LUA_LIBRARIES NAMES liblua5.2.a liblua5.1.a liblua.a lua5.1 lua
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PATHS
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IF(FreeBSD)
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SET(PATHS "/usr/local/lib/lua51")
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@ -37,7 +38,7 @@ IF (LUA_STATIC AND NOT LUA_LIBRARIES)
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$ENV{LUA_HOME})
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ELSE()
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FIND_LIBRARY(LUA_LIBRARIES NAMES lua5.1 lua
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FIND_LIBRARY(LUA_LIBRARIES NAMES lua5.2 lua5.1 lua
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PATHS
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IF(FreeBSD)
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SET(PATHS "/usr/local/lib/lua51")
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@ -121,16 +121,18 @@ void LuaScript::DumpGlobals()
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{
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LuaHandle *L = luaState;
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// push the first key (nil = beginning of table)
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#if LUA_VERSION_NUM <= 501
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lua_pushnil(L);
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#endif
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// lua_next will:
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// 1 - pop the key
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// 2 - push the next key
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// 3 - push the value at that key
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// ... so the key will be at index -2 and the value at index -1
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#if LUA_VERSION_NUM > 501
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lua_rawgeti(L, LUA_REGISTRYINDEX, LUA_RIDX_GLOBALS);
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for (lua_pushnil(L); lua_next(L, -2); lua_pop(L, 1)) {
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lua_pushglobaltable(L);
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lua_pushnil(L);
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while (lua_next(L, -2) != 0) {
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#else
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while (lua_next(L, LUA_GLOBALSINDEX) != 0) {
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#endif
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@ -197,10 +199,13 @@ void LuaScript::DumpGlobals()
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// call luaL_dostring with that line.
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//SaveLine(key_string + " = " + value_string); // Pop the value so the index remains on top of the stack for the next iteration
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printf("Found global LUA var: %s = %s\n",key_string.c_str(),value_string.c_str());
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#if LUA_VERSION_NUM <= 501
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lua_pop(L, 1);
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}
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#if LUA_VERSION_NUM > 501
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lua_pop(L, 1);
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#endif
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}
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}
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void LuaScript::saveGame(XmlNode *rootNode) {
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@ -210,7 +215,9 @@ void LuaScript::saveGame(XmlNode *rootNode) {
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//try{
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LuaHandle *L = luaState;
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// push the first key (nil = beginning of table)
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#if LUA_VERSION_NUM <= 501
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lua_pushnil(L);
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#endif
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// lua_next will:
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// 1 - pop the key
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@ -219,8 +226,9 @@ void LuaScript::saveGame(XmlNode *rootNode) {
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// ... so the key will be at index -2 and the value at index -1
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#if LUA_VERSION_NUM > 501
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lua_rawgeti(L, LUA_REGISTRYINDEX, LUA_RIDX_GLOBALS);
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for (lua_pushnil(L); lua_next(L, -2); lua_pop(L, 1)) {
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lua_pushglobaltable(L);
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lua_pushnil(L);
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while (lua_next(L, -2) != 0) {
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#else
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while (lua_next(L, LUA_GLOBALSINDEX) != 0) {
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#endif
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@ -387,10 +395,12 @@ void LuaScript::saveGame(XmlNode *rootNode) {
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luaScriptNode->addAttribute("value_type",intToStr(value_type), mapTagReplacements);
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}
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}
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#if LUA_VERSION_NUM <= 501
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lua_pop(L, 1);
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}
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#if LUA_VERSION_NUM > 501
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lua_pop(L, 1);
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#endif
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}
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//}
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//catch(const exception &ex) {
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