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67 lines
1.8 KiB
D
67 lines
1.8 KiB
D
/*
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OpenMW - The completely unofficial reimplementation of Morrowind
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Copyright (C) 2008 Nicolay Korslund
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Email: < korslund@gmail.com >
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WWW: http://openmw.snaptoad.com/
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This file (object.d) is part of the OpenMW package.
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OpenMW is distributed as free software: you can redistribute it
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and/or modify it under the terms of the GNU General Public License
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version 3, as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License for more details.
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You should have received a copy of the GNU General Public License
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version 3 along with this program. If not, see
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http://www.gnu.org/licenses/ .
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*/
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module mscripts.setup;
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import monster.monster;
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import monster.compiler.scopes : global;
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import monster.modules.timer;
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import core.config;
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import gui.gui;
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import scene.player;
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import std.string;
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import std.stdio;
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// Set up the base Monster classes we need in OpenMW
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void initMonsterScripts()
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{
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// Add the script directories
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vm.addPath("mscripts/");
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// Import some modules into scope of Object, so we won't have to
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// import them manually into each script.
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MonsterClass.getObject().sc.registerImport("random", "timer");
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// Get the Config singleton object
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config.mo = vm.load("Config").getSing();
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// Set up the player object.
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playerData.setup();
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// Set up the GUI Monster module
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setupGUIScripts();
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// Add test cases for scripts here. This allows them to be tested
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// without engaging the rendering engine (specify the -n command
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// line switch.)
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}
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// This should probably not be here:
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import monster.vm.dbg;
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extern(C):
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void dbg_trace(char*str) { dbg.trace(toString(str)); }
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void dbg_untrace() { dbg.untrace(); }
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