[Date Prev][Date Next][Thread Prev][Thread Next]
[Date Index]
[Thread Index]
- Subject: RE: Attach Lua script To C++ class!
- From: "Ive" <neosettlers@...>
- Date: Mon, 18 Jul 2005 13:38:37 -0400
Am I at the right place to discuss this?
...
Alright!
What I m trying to do is to assign to each actor in a game environment a
script ai!
I m wondering if I must do:
lua_State *m_lua;
if ((m_lua = lua_open()) == NULL)
{
Trace("ERROR: LUA initialization failed!\n\n");
}
else
{
Trace("TELL: LUA initialization successful!\n\n");
luaopen_base(m_lua);
luaopen_table(m_lua);
luaopen_io(m_lua);
luaopen_string(m_lua);
luaopen_math(m_lua);
luaopen_debug(m_lua);
RegisterFunction(); /// register all functions
Int l_status = luaL_loadfile(m_lua, in_name.GetName());
lua_settop(m_lua, 0);
if (l_status != 0)
{
lua_error(m_lua);
}
}
to each of the script!
Then update them individually each frame with:
lua_pcall(m_lua, 0, 0, 0);
or
my first guest is to have only one lua_State instance and register all
functions once and then keep track with a pointer to each
luaL_loadfile... but I cant find the way to retrieve them... can anyone
clear this up please?
Is lua_open() should be call once (then register all possible functions
once) or to all attached scripts? What is the ultimate way to do this
with out unnecessary overheads?
thx