#include "LuaSL.h" Eina_Bool compileLSL(gameGlobals *game, char *script) { Eina_Bool result = EINA_FALSE; // Parse the LSL script, validating it and reporting errors. // Just pass all constants and function names through to Lua, assume they are globals there. // Take the result of the parse, and convert it into Lua source. // Each LSL script becomes a Lua state. // LSL states are handled as Lua tables, with each LSL state function being a table function in a common metatable. // LL and OS functions are likely to be C functions. // Compile the Lua source by the Lua compiler. return result; }