URL:
  <http://gna.org/patch/?1120>

                 Summary: Enabling Lua in WML events
                 Project: Battle for Wesnoth
            Submitted by: silene
            Submitted on: jeudi 29.01.2009 à 14:39
                Priority: 5 - Normal
                  Status: None
                 Privacy: Public
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
         Discussion Lock: Any

    _______________________________________________________

Details:

The attached patch implements an escape mechanism for Lua scripts to reach
the event manager. It also implements a Lua kernel that provides a way for
scripts to write on stderr. This patch is only a proof of concept, as the
escape syntax is ugly and the kernel does not allow much interaction.
However, it works on any event.

Notice that, if WML already had an escape mechanism (similar to XML's CDATA),
getting a Lua-enabled Wesnoth would only have required to add 3 lines to the
internals of the game.

A test scenario is also attached.



    _______________________________________________________

File Attachments:


-------------------------------------------------------
Date: jeudi 29.01.2009 à 14:39  Name: wesnoth-lua.patch  Size: 5 ko   By:
silene

<http://gna.org/patch/download.php?file_id=5225>
-------------------------------------------------------
Date: jeudi 29.01.2009 à 14:39  Name: luatest.cfg  Size: 565 o   By: silene

<http://gna.org/patch/download.php?file_id=5226>

    _______________________________________________________

Reply to this item at:

  <http://gna.org/patch/?1120>

_______________________________________________
  Message posté via/par Gna!
  http://gna.org/


_______________________________________________
Wesnoth-bugs mailing list
[email protected]
https://mail.gna.org/listinfo/wesnoth-bugs

Reply via email to