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#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;
}
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