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