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Sure it is!  The two ways I've stored scripts inside C++ classes is to
simply store the script as a string or as a filename/path.

Jason


On 7/18/05, Ive <neosettlers@sympatico.ca> wrote:
> 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
> 
> 
>