/* OpenMW - The completely unofficial reimplementation of Morrowind Copyright (C) 2008 Nicolay Korslund Email: < korslund@gmail.com > WWW: http://openmw.snaptoad.com/ This file (object.d) is part of the OpenMW package. OpenMW is distributed as free software: you can redistribute it and/or modify it under the terms of the GNU General Public License version 3, as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License version 3 along with this program. If not, see http://www.gnu.org/licenses/ . */ module mscripts.object; import monster.monster; import std.stdio; import std.date; import core.resource : rnd; import core.config; import sound.music; // Set up the base Monster classes we need in OpenMW void initMonsterScripts() { // Add the script directories MonsterClass.addPath("mscripts/"); MonsterClass.addPath("mscripts/cellobjects/"); MonsterClass.addPath("mscripts/sound/"); // Make sure the Object class is loaded auto mc = new MonsterClass("Object", "object.mn"); // Create the config object too (only needed here because Object // refers to Config. This will change.) config.mo = (new MonsterClass("Config")).createObject; // Bind various functions mc.bind("print", { print(); }); mc.bind("randInt", { stack.pushInt(rnd.randInt (stack.popInt,stack.popInt));}); mc.bind("sleep", new IdleSleep); // Temporary hacks mc.bind("config", { stack.pushObject(config.mo); }); mc.bind("music", { stack.pushObject(Music.controlM); }); // Load and run the test script mc = new MonsterClass("Test"); mc.createObject().call("test"); } // Write a message to screen void print() { AIndex[] args = stack.popAArray(); foreach(AIndex ind; args) writef("%s ", arrays.getRef(ind).carr); writefln(); } // Sleep a given amount of time. Currently uses the system clock, but // will later be optimized to use the already existing timing // information from OGRE. class IdleSleep : IdleFunction { long getLong(MonsterObject *mo) { return *(cast(long*)mo.extra); } void setLong(MonsterObject *mo, long l) { *(cast(long*)mo.extra) = l; } override: bool initiate(MonsterObject *mo) { // Get the parameter double secs = stack.popFloat; // Get current time long newTime = getUTCtime(); // Calculate when we should return newTime += secs*TicksPerSecond; // Store it if(mo.extra == null) mo.extra = new long; setLong(mo, newTime); // Schedule us return true; } bool hasFinished(MonsterObject *mo) { // Is it time? return getUTCtime() >= getLong(mo); } }