Added script containing all GMST variables

git-svn-id: https://openmw.svn.sourceforge.net/svnroot/openmw/trunk@66 ea6a568a-9f4f-0410-981a-c910a81bb256
actorid
nkorslund 16 years ago
parent 7de25b0dee
commit e5fc473731

@ -60,6 +60,8 @@ void main(char[][] args)
bool weList; // List weapons
bool gmst; // List game settings
bool numbers; // List how many there are of each record type
foreach(char[] a; args[1..$])
@ -69,6 +71,7 @@ void main(char[][] args)
else if(a == "-s") scptShow = true;
else if(scptShow && scptName == "") scptName = a;
else if(a == "-g") gmst = true;
else if(a == "-cil") ciList = true;
else if(a == "-cel") ceList = true;
@ -85,8 +88,9 @@ void main(char[][] args)
writefln("Syntax: %s [options] esm-file [esm-file ... ]", args[0]);
writefln(" Options:");
writefln(" -r Display all records in raw format");
writefln(" -n List the number of each record");
writefln(" -n List the number of each record type");
writefln(" -sl List scripts");
writefln(" -g List game settings (GMST)");
writefln(" -s name Show given script");
writefln(" -cil List interior cells");
writefln(" -cel List exterior cells with names");
@ -222,6 +226,18 @@ void main(char[][] args)
writefln("Total actors: ", actors.length);
writefln("Total cell placable items: ", cellRefs.length);
}
if(gmst)
{
foreach(a, b; gameSettings.names)
{
writef(a, " (");
if(b.type == VarType.Int) writefln("int) = ", b.i);
else if(b.type == VarType.Float) writefln("float) = ", b.f);
else if(b.type == VarType.String) writefln("string) = '%s'", b.str);
else writefln("no value)", cast(int)b.type);
}
}
if(scptList) foreach(a, b; scripts.names) writefln(a);
if(ciList)
foreach(a, b; cells.in_cells)

File diff suppressed because it is too large Load Diff

@ -35,6 +35,7 @@ import bullet.bullet;
import scene.celldata;
import scene.soundlist;
import scene.gamesettings;
import core.resource;
import core.memory;
@ -168,6 +169,8 @@ void main(char[][] args)
// Load all ESM and ESP files
loadTESFiles(config.gameFiles);
scene.gamesettings.loadGameSettings();
CellData cd = cellList.get();
foreach(char[] cName; cells)

@ -0,0 +1,50 @@
module scene.gamesettings;
import monster.monster;
import esm.records : gameSettings;
import esm.defs : VarType;
import std.stdio;
import std.string;
MonsterObject *gmstObj;
void loadGameSettings()
{
// Load the GameSettings Monster class, and create an instance.
MonsterClass mc = new MonsterClass("GameSettings");
MonsterObject *mo = mc.createObject;
gmstObj = mo;
foreach(a, b; gameSettings.names)
{
assert(a == b.id);
assert(a[0] == 'i' || a[0] == 'f' || a[0] == 's');
// There's three cases of variable names containing
// spaces. Since these are so seldom, it makes more sense to
// make special workarounds for them instead of searching every
// string.
char[] name = a;
if(name.length > 13 && (name[6] == ' ' || name[5] == ' '))
{
name = name.replace(" ", "_");
// Make sure we don't change the original string!
assert(name != a);
}
if(mc.sc.findVar(name) is null)
{
writefln("WARNING: GMST %s not supported!", name);
continue;
}
if(b.type == VarType.Int) mo.setInt(name, b.i);
else if(b.type == VarType.Float) mo.setFloat(name, b.f);
// TODO: At some point we will probably translate strings into
// UTF32 at load time, so string8 will not be needed here.
else if(b.type == VarType.String) mo.setString8(name, b.str);
}
// Call the test function
mo.call("test");
}

@ -29,6 +29,9 @@ extern "C" { // the headers don't do this..
#include <libavcodec/avcodec.h>
#include <libavformat/avformat.h>
#else
// FIXME: This works on Ubuntu (given the switches from pkg-config),
// but apparently there are some problems on other systems (eg
// Archlinux).
#include <avcodec.h>
#include <avformat.h>
#endif

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