2025-08-03 10:07:35 -04:00
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_mixer/SDL_mixer.h>
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2026-05-06 11:12:42 -04:00
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#include <SDL3_ttf/SDL_ttf.h>
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2025-08-03 10:07:35 -04:00
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#include <stdio.h>
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2026-01-05 08:58:06 -05:00
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#include <akerror.h>
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2026-05-08 23:15:11 -04:00
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#include <semver.h>
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2025-08-03 10:07:35 -04:00
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2026-05-10 00:03:45 -04:00
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#include <akstdlib.h>
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2026-05-07 22:20:10 -04:00
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#include <akgl/game.h>
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#include <akgl/controller.h>
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#include <akgl/tilemap.h>
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#include <akgl/sprite.h>
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#include <akgl/heap.h>
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#include <akgl/registry.h>
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#include <akgl/staticstring.h>
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#include <akgl/iterator.h>
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#include <akgl/SDL_GameControllerDB.h>
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2025-08-03 10:07:35 -04:00
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SDL_Window *window = NULL;
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SDL_Renderer *renderer = NULL;
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akgl_Frame ball;
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akgl_Frame paddle1;
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akgl_Frame paddle2;
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akgl_Frame table;
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akgl_Tilemap gamemap;
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2025-08-03 10:07:35 -04:00
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MIX_Audio *bgm = NULL;
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MIX_Mixer *akgl_mixer = NULL;
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MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
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SDL_FRect camera;
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akgl_Game game;
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
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2025-08-03 15:14:36 -04:00
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{
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int i = 0;
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2025-08-03 15:14:36 -04:00
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PREPARE_ERROR(errctx);
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ATTEMPT {
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2026-05-08 23:48:35 -04:00
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strncpy((char *)&game.libversion, AKGL_VERSION, 32);
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2026-05-06 11:12:42 -04:00
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game.gameStartTime = SDL_GetTicksNS();
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game.lastIterTime = game.gameStartTime;
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game.lastFPSTime = game.gameStartTime;
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2026-05-03 23:57:55 -04:00
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FAIL_ZERO_BREAK(errctx, strlen((char *)&game.name), AKERR_NULLPOINTER, "Must provide game name");
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FAIL_ZERO_BREAK(errctx, strlen((char *)&game.version), AKERR_NULLPOINTER, "Must provide game version");
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FAIL_ZERO_BREAK(errctx, strlen((char *)&game.uri), AKERR_NULLPOINTER, "Must provide game uri");
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2026-05-06 23:18:42 -04:00
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CATCH(errctx, akgl_heap_init());
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CATCH(errctx, akgl_registry_init_actor());
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CATCH(errctx, akgl_registry_init_sprite());
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CATCH(errctx, akgl_registry_init_spritesheet());
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CATCH(errctx, akgl_registry_init_character());
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CATCH(errctx, akgl_registry_init_font());
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CATCH(errctx, akgl_registry_init_music());
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2026-05-08 10:16:33 -04:00
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CATCH(errctx, akgl_registry_init_properties());
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CATCH(errctx, akgl_registry_init_actor_state_strings());
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2025-08-03 15:14:36 -04:00
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true)
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SDL_SetAppMetadata(game.name, game.version, game.uri);
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2026-05-06 23:18:42 -04:00
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for ( i = 0 ; i < AKGL_MAX_CONTROL_MAPS; i++ ) {
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memset(&GAME_ControlMaps[i], 0x00, sizeof(akgl_ControlMap));
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}
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FAIL_ZERO_RETURN(
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errctx,
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD | SDL_INIT_AUDIO),
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AKGL_ERR_SDL,
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"Couldn't initialize SDL: %s",
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SDL_GetError());
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2025-08-09 13:53:37 -04:00
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// Load the Game Controller DB
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2026-05-06 23:18:42 -04:00
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for ( i = 0; i < AKGL_SDL_GAMECONTROLLER_DB_LEN ; i++ ) {
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if ( SDL_AddGamepadMapping(SDL_GAMECONTROLLER_DB[i]) == -1 ) {
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2026-05-06 23:18:42 -04:00
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FAIL_ZERO_RETURN(errctx, 0, AKGL_ERR_SDL, "%s", SDL_GetError());
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2025-08-09 13:53:37 -04:00
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}
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}
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2025-08-03 15:14:36 -04:00
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FAIL_ZERO_RETURN(
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errctx,
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SDL_CreateWindowAndRenderer(game.uri, game.screenwidth, game.screenheight, 0, &window, &renderer),
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2026-05-06 23:18:42 -04:00
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AKGL_ERR_SDL,
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"Couldn't create window/renderer: %s",
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SDL_GetError());
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FAIL_ZERO_RETURN(
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errctx,
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MIX_Init(),
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AKGL_ERR_SDL,
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2025-08-03 15:14:36 -04:00
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"Couldn't initialize audio: %s",
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SDL_GetError());
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2026-05-08 22:16:43 -04:00
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akgl_mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, 0);
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2025-08-03 15:14:36 -04:00
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FAIL_ZERO_RETURN(
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errctx,
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akgl_mixer,
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AKGL_ERR_SDL,
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2025-08-03 15:14:36 -04:00
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"Unable to create mixer device: %s",
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SDL_GetError());
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2025-08-03 21:42:12 -04:00
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2026-05-06 11:12:42 -04:00
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FAIL_ZERO_RETURN(
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errctx,
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TTF_Init(),
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2026-05-06 23:18:42 -04:00
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AKGL_ERR_SDL,
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2026-05-06 11:12:42 -04:00
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"Couldn't initialize front engine: %s",
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SDL_GetError());
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2025-08-03 21:42:12 -04:00
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camera.x = 0;
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camera.y = 0;
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camera.w = game.screenwidth;
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2026-05-08 22:01:56 -04:00
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camera.h = game.screenheight;
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SUCCEED(errctx);
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2026-05-06 11:12:42 -04:00
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}
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2026-05-06 23:18:42 -04:00
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void akgl_game_updateFPS()
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2026-05-06 11:12:42 -04:00
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{
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SDL_Time curTime;
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curTime = SDL_GetTicksNS();
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2026-05-06 23:18:42 -04:00
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if ( (curTime - game.lastFPSTime) > AKGL_TIME_ONESEC_NS ) {
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2026-05-06 11:12:42 -04:00
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game.fps = game.framesSinceUpdate;
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game.framesSinceUpdate = 0;
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game.lastFPSTime = curTime;
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}
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game.framesSinceUpdate += 1;
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game.lastIterTime = curTime;
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2025-08-03 15:14:36 -04:00
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}
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2026-05-08 22:01:56 -04:00
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2026-05-09 14:45:37 -04:00
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/*
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* entity name -> pointer map tables
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*/
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void akgl_game_save_actorname_iterator(void *userdata, SDL_PropertiesID props, const char *name)
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{
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FILE *fp = (FILE *)userdata;
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akgl_Actor *actor = NULL;
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PREPARE_ERROR(errctx);
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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fwrite((char *)name, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp);
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actor = SDL_GetPointerProperty(props, name, NULL);
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fwrite(&actor, 1, sizeof(akgl_Actor *), fp);
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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}
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void akgl_game_save_spritename_iterator(void *userdata, SDL_PropertiesID props, const char *name)
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{
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FILE *fp = (FILE *)userdata;
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akgl_Sprite *sprite = NULL;
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PREPARE_ERROR(errctx);
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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sprite = SDL_GetPointerProperty(props, name, NULL);
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fwrite((char *)name, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp);
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fwrite(&sprite, 1, sizeof(akgl_Sprite *), fp);
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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}
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void akgl_game_save_spritesheetname_iterator(void *userdata, SDL_PropertiesID props, const char *name)
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{
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FILE *fp = (FILE *)userdata;
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akgl_SpriteSheet *spritesheet = NULL;
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PREPARE_ERROR(errctx);
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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spritesheet = SDL_GetPointerProperty(props, name, NULL);
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fwrite((char *)name, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp);
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fwrite(&spritesheet, 1, sizeof(akgl_SpriteSheet *), fp);
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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}
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void akgl_game_save_charactername_iterator(void *userdata, SDL_PropertiesID props, const char *name)
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{
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FILE *fp = (FILE *)userdata;
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PREPARE_ERROR(errctx);
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akgl_Character *character = NULL;
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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character = SDL_GetPointerProperty(props, name, NULL);
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fwrite((char *)name, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp);
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fwrite(&character, 1, sizeof(akgl_Character *), fp);
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save_actors(FILE *fp)
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{
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PREPARE_ERROR(errctx);
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char nullval = 0x00;
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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// write the actor name pointer table
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SDL_EnumerateProperties(
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AKGL_REGISTRY_ACTOR,
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&akgl_game_save_actorname_iterator,
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(void *)fp);
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fwrite((void *)&nullval, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp);
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fwrite((void *)&nullval, 1, sizeof(akgl_Actor *), fp);
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// write the sprite name pointer table
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SDL_EnumerateProperties(
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AKGL_REGISTRY_SPRITE,
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&akgl_game_save_spritename_iterator,
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(void *)fp);
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fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp);
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fwrite((void *)&nullval, 1, sizeof(akgl_Sprite *), fp);
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// write the spritesheet name pointer table
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SDL_EnumerateProperties(
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AKGL_REGISTRY_SPRITESHEET,
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&akgl_game_save_spritesheetname_iterator,
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(void *)fp);
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fwrite((void *)&nullval, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp);
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fwrite((void *)&nullval, 1, sizeof(akgl_SpriteSheet *), fp);
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// write the character name pointer table
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SDL_EnumerateProperties(
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AKGL_REGISTRY_CHARACTER,
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&akgl_game_save_charactername_iterator,
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(void *)fp);
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fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp);
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fwrite((void *)&nullval, 1, sizeof(akgl_Character *), fp);
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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2026-05-08 22:01:56 -04:00
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save(char *fpath)
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{
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FILE *fp = NULL;
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PREPARE_ERROR(errctx);
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2026-05-09 14:45:37 -04:00
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fpath, AKERR_NULLPOINTER, "NULL file path");
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2026-05-10 00:03:45 -04:00
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CATCH(errctx, aksl_fopen(fpath, "wb", &fp));
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CATCH(errctx, aksl_fwrite(&game, 1, sizeof(akgl_Game), fp));
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2026-05-09 14:45:37 -04:00
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CATCH(errctx, akgl_game_save_actors(fp));
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} PROCESS(errctx) {
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} CLEANUP {
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if ( fp != NULL )
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fclose(fp);
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} FINISH(errctx, true);
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2026-05-08 23:15:11 -04:00
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SUCCEED_RETURN(errctx); // SUCCEED_NORETURN if in main().
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2026-05-08 22:01:56 -04:00
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}
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2026-05-09 14:45:37 -04:00
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_objectnamemap(FILE *fp, SDL_PropertiesID map, int namelength, int ptrlength, SDL_PropertiesID registry)
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{
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void *ptr = NULL;
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char ptrstring[32];
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char objname[namelength];
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int retval = 0;
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PREPARE_ERROR(errctx);
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while ( 1 ) {
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2026-05-10 00:03:45 -04:00
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CATCH(errctx, aksl_fread((void *)&objname, 1, namelength, fp));
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CATCH(errctx, aksl_fread((void *)&ptr, 1, ptrlength, fp));
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2026-05-09 14:45:37 -04:00
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// End of the map
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if ( ptr == 0x00 && objname[0] == 0x00 ) {
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break;
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}
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// The map allows us to say "Object X has a reference to object Y at
|
|
|
|
|
// address Z. The object they had at address Z was named A. Our current
|
|
|
|
|
// instance of object named A is at address B. So we map address Z to
|
|
|
|
|
// address B, so that we can reconnect function pointers on objects loaded
|
|
|
|
|
// from the save game state."
|
|
|
|
|
|
|
|
|
|
// SDL_Properties objects can only use string keys, so we can't use the
|
|
|
|
|
// old pointer as a key without first converting it to a string.
|
2026-05-10 00:03:45 -04:00
|
|
|
CATCH(errctx, aksl_memset((void *)&ptrstring, 0x00, 32));
|
2026-05-09 14:45:37 -04:00
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|
|
snprintf((char *)&ptrstring, 32, "%p", ptr);
|
|
|
|
|
SDL_SetPointerProperty(
|
|
|
|
|
map,
|
|
|
|
|
ptrstring,
|
|
|
|
|
SDL_GetPointerProperty(registry, objname, NULL));
|
|
|
|
|
};
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_versioncmp(char *versiontype, char *newversion, char *curversion)
|
2026-05-08 22:01:56 -04:00
|
|
|
{
|
2026-05-08 23:15:11 -04:00
|
|
|
semver_t current_version = {};
|
|
|
|
|
semver_t compare_version = {};
|
2026-05-08 22:01:56 -04:00
|
|
|
PREPARE_ERROR(errctx);
|
2026-05-09 14:45:37 -04:00
|
|
|
FAIL_ZERO_RETURN(errctx, versiontype, AKERR_NULLPOINTER, "NULL argument");
|
|
|
|
|
FAIL_ZERO_RETURN(errctx, curversion, AKERR_NULLPOINTER, "NULL argument");
|
|
|
|
|
FAIL_ZERO_RETURN(errctx, newversion, AKERR_NULLPOINTER, "NULL argument");
|
2026-05-08 23:15:11 -04:00
|
|
|
|
|
|
|
|
ATTEMPT {
|
2026-05-08 23:48:35 -04:00
|
|
|
// Check save game library version
|
2026-05-08 23:15:11 -04:00
|
|
|
FAIL_NONZERO_BREAK(
|
|
|
|
|
errctx,
|
2026-05-08 23:48:35 -04:00
|
|
|
semver_parse((const char *)curversion, ¤t_version),
|
2026-05-08 23:15:11 -04:00
|
|
|
AKERR_VALUE,
|
2026-05-08 23:48:35 -04:00
|
|
|
"Invalid semantic %s version in current game: %s",
|
|
|
|
|
versiontype,
|
|
|
|
|
(char *)curversion);
|
2026-05-08 23:15:11 -04:00
|
|
|
FAIL_NONZERO_BREAK(
|
|
|
|
|
errctx,
|
2026-05-09 14:45:37 -04:00
|
|
|
semver_parse((const char *)newversion, &compare_version),
|
2026-05-08 23:15:11 -04:00
|
|
|
AKERR_VALUE,
|
2026-05-08 23:48:35 -04:00
|
|
|
"Invalid semantic %s version in save game: %s",
|
|
|
|
|
versiontype,
|
2026-05-09 14:45:37 -04:00
|
|
|
(char *)&newversion);
|
2026-05-08 23:15:11 -04:00
|
|
|
FAIL_ZERO_BREAK(
|
|
|
|
|
errctx,
|
2026-05-08 23:48:35 -04:00
|
|
|
semver_satisfies(compare_version, current_version, "="),
|
2026-05-08 23:15:11 -04:00
|
|
|
AKERR_API,
|
2026-05-09 14:45:37 -04:00
|
|
|
"Incompatible save game %s version (%s != %s)",
|
2026-05-08 23:48:35 -04:00
|
|
|
versiontype,
|
|
|
|
|
curversion,
|
2026-05-09 14:45:37 -04:00
|
|
|
(char *)&newversion);
|
2026-05-08 23:48:35 -04:00
|
|
|
} CLEANUP {
|
|
|
|
|
semver_free(¤t_version);
|
|
|
|
|
semver_free(&compare_version);
|
|
|
|
|
} PROCESS(errctx) {
|
|
|
|
|
} FINISH(errctx, true);
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath)
|
|
|
|
|
{
|
2026-05-09 14:45:37 -04:00
|
|
|
akgl_Game savegame;
|
|
|
|
|
SDL_PropertiesID actormap;
|
|
|
|
|
SDL_PropertiesID spritemap;
|
|
|
|
|
SDL_PropertiesID spritesheetmap;
|
|
|
|
|
SDL_PropertiesID charactermap;
|
2026-05-08 23:48:35 -04:00
|
|
|
FILE *fp = NULL;
|
|
|
|
|
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
FAIL_ZERO_RETURN(errctx, fpath, AKERR_NULLPOINTER, "NULL file path");
|
|
|
|
|
|
|
|
|
|
ATTEMPT {
|
2026-05-10 00:03:45 -04:00
|
|
|
CATCH(errctx, aksl_fopen(fpath, "rb", &fp));
|
|
|
|
|
CATCH(errctx, aksl_fread((void *)&savegame, 1, sizeof(akgl_Game), fp));
|
2026-05-09 14:45:37 -04:00
|
|
|
CATCH(errctx, akgl_game_load_versioncmp("library", (char *)&savegame.libversion, (char *)AKGL_VERSION));
|
|
|
|
|
CATCH(errctx, akgl_game_load_versioncmp("game", (char *)&savegame.version, (char *)&game.version));
|
|
|
|
|
FAIL_NONZERO_RETURN(
|
|
|
|
|
errctx,
|
|
|
|
|
strncmp((char *)&savegame.name, (char *)&game.name, 256),
|
|
|
|
|
AKERR_API,
|
|
|
|
|
"Savegame is not compatible with this game");
|
|
|
|
|
FAIL_NONZERO_RETURN(
|
|
|
|
|
errctx,
|
|
|
|
|
strncmp((char *)&savegame.uri, (char *)&game.uri, 256),
|
|
|
|
|
AKERR_API,
|
|
|
|
|
"Savegame is not compatible with this game");
|
|
|
|
|
|
|
|
|
|
memcpy((void *)&game, (void *)&savegame, sizeof(akgl_Game));
|
|
|
|
|
// Load actor name map
|
|
|
|
|
actormap = SDL_CreateProperties();
|
|
|
|
|
CATCH(errctx, akgl_game_load_objectnamemap(fp, actormap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Actor *), AKGL_REGISTRY_ACTOR));
|
|
|
|
|
// Load sprite name map
|
|
|
|
|
spritemap = SDL_CreateProperties();
|
|
|
|
|
CATCH(errctx, akgl_game_load_objectnamemap(fp, spritemap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Sprite *), AKGL_REGISTRY_SPRITE));
|
|
|
|
|
// Load spritesheet name map
|
|
|
|
|
spritesheetmap = SDL_CreateProperties();
|
|
|
|
|
CATCH(errctx, akgl_game_load_objectnamemap(fp, spritesheetmap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_SpriteSheet *), AKGL_REGISTRY_SPRITESHEET));
|
|
|
|
|
// Load character name map
|
|
|
|
|
charactermap = SDL_CreateProperties();
|
|
|
|
|
CATCH(errctx, akgl_game_load_objectnamemap(fp, charactermap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Character *), AKGL_REGISTRY_CHARACTER));
|
|
|
|
|
// Now that we have all of our pointer maps built, we can load the actual binary objects and reset their pointers
|
2026-05-08 23:15:11 -04:00
|
|
|
} CLEANUP {
|
|
|
|
|
if ( fp != NULL ) {
|
|
|
|
|
fclose(fp);
|
|
|
|
|
}
|
|
|
|
|
} PROCESS(errctx) {
|
|
|
|
|
} FINISH(errctx, true);
|
|
|
|
|
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
2026-05-08 22:01:56 -04:00
|
|
|
}
|