2022-08-03 01:01:25 -06:00
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// This is an example plugin that documents and implements all the plugin
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// callbacks and features. You can include it in the regular build by setting
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// the BUILD_SKELETON option in CMake to ON. Play with loading and unloading
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// the plugin in various game states (e.g. with and without a world loaded),
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// and see the debug messages get printed to the console.
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2022-08-02 19:40:50 -06:00
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//
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// See the other example plugins in this directory for plugins that are
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// configured for specific use cases (but don't come with as many comments as
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// this one does).
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#include <string>
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#include <vector>
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#include "df/world.h"
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2011-10-06 19:53:58 -06:00
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2011-12-31 04:48:42 -07:00
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#include "Core.h"
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2022-08-02 19:40:50 -06:00
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#include "Debug.h"
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#include "PluginManager.h"
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2018-08-26 17:26:09 -06:00
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2022-08-02 19:40:50 -06:00
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#include "modules/Persistence.h"
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#include "modules/World.h"
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2012-01-28 05:03:56 -07:00
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2022-08-02 19:40:50 -06:00
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using std::string;
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using std::vector;
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2014-12-06 18:55:57 -07:00
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2011-10-06 19:53:58 -06:00
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using namespace DFHack;
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2022-08-02 19:40:50 -06:00
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// Expose the plugin name to the DFHack core, as well as metadata like the
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// DFHack version that this plugin was compiled with. This macro provides a
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// variable for the plugin name as const char * plugin_name.
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// The name provided must correspond to the filename --
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2014-12-06 18:55:57 -07:00
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// skeleton.plug.so, skeleton.plug.dylib, or skeleton.plug.dll in this case
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DFHACK_PLUGIN("skeleton");
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2011-10-06 19:53:58 -06:00
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2022-08-02 19:40:50 -06:00
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// The identifier declared with this macro (i.e. is_enabled) is used to track
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// whether the plugin is in an "enabled" state. If you don't need enablement
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// for your plugin, you don't need this line. This variable will also be read
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// by the `plug` builtin command; when true the plugin will be shown as enabled.
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DFHACK_PLUGIN_IS_ENABLED(is_enabled);
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2021-07-03 20:32:02 -06:00
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2014-12-06 18:55:57 -07:00
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// Any globals a plugin requires (e.g. world) should be listed here.
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// For example, this line expands to "using df::global::world" and prevents the
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2022-08-02 19:40:50 -06:00
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// plugin from being loaded if df::global::world is null (i.e. missing from
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// symbols.xml).
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2021-07-03 20:32:02 -06:00
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REQUIRE_GLOBAL(world);
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2022-08-02 19:40:50 -06:00
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// logging levels can be dynamically controlled with the `debugfilter` command.
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2022-08-03 01:01:25 -06:00
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// Actual plugins will likely want to set the default level to LINFO or LWARNING
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// instead of the LDEBUG used here.
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2022-08-02 19:40:50 -06:00
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namespace DFHack {
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// for configuration-related logging
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2022-08-03 01:01:25 -06:00
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DBG_DECLARE(skeleton, status, DebugCategory::LDEBUG);
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2022-08-03 22:43:07 -06:00
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// for plugin_onupdate logging
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DBG_DECLARE(skeleton, onupdate, DebugCategory::LDEBUG);
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2022-08-03 01:01:25 -06:00
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// for command-related logging
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DBG_DECLARE(skeleton, command, DebugCategory::LDEBUG);
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2022-08-02 19:40:50 -06:00
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}
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2021-07-03 20:32:02 -06:00
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2022-08-03 01:01:25 -06:00
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static command_result command_callback1(color_ostream &out, vector<string> ¶meters);
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2021-07-03 20:32:02 -06:00
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2022-08-02 19:40:50 -06:00
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// run when the plugin is loaded
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2021-07-03 20:32:02 -06:00
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DFhackCExport command_result plugin_init(color_ostream &out, std::vector<PluginCommand> &commands) {
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2022-08-03 01:01:25 -06:00
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DEBUG(status,out).print("initializing %s\n", plugin_name);
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2022-08-02 19:40:50 -06:00
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// For in-tree plugins, don't use the "usage" parameter of PluginCommand.
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// Instead, add an .rst file with the same name as the plugin to the
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// docs/plugins/ directory.
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commands.push_back(PluginCommand(
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"skeleton",
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"Short (~54 character) description of command.", // to use one line in the ``[DFHack]# ls`` output
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command_callback1));
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2011-10-06 19:53:58 -06:00
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return CR_OK;
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}
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2022-08-02 19:40:50 -06:00
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// run when the plugin is unloaded
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2021-07-03 20:32:02 -06:00
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DFhackCExport command_result plugin_shutdown(color_ostream &out) {
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2022-08-03 01:01:25 -06:00
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DEBUG(status,out).print("shutting down %s\n", plugin_name);
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2011-10-06 19:53:58 -06:00
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// You *MUST* kill all threads you created before this returns.
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2012-02-21 10:19:17 -07:00
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// If everything fails, just return CR_FAILURE. Your plugin will be
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2011-10-06 19:53:58 -06:00
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// in a zombie state, but things won't crash.
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return CR_OK;
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2021-07-03 20:32:02 -06:00
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2011-10-06 19:53:58 -06:00
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}
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2022-08-02 19:40:50 -06:00
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// run when the `enable` or `disable` command is run with this plugin name as
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// an argument
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2021-06-17 23:58:03 -06:00
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DFhackCExport command_result plugin_enable(color_ostream &out, bool enable) {
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2022-08-03 01:01:25 -06:00
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DEBUG(status,out).print("%s from the API\n", enable ? "enabled" : "disabled");
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2022-08-02 19:40:50 -06:00
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// you have to maintain the state of the is_enabled variable yourself. it
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// doesn't happen automatically.
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is_enabled = enable;
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2021-06-17 23:58:03 -06:00
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return CR_OK;
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}
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2012-01-28 05:03:56 -07:00
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// Called to notify the plugin about important state changes.
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// Invoked with DF suspended, and always before the matching plugin_onupdate.
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// More event codes may be added in the future.
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2021-07-03 20:32:02 -06:00
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DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) {
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2022-08-03 17:18:22 -06:00
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switch (event) {
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case SC_UNKNOWN:
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DEBUG(status,out).print("game state changed: SC_UNKNOWN\n");
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break;
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case SC_WORLD_LOADED:
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DEBUG(status,out).print("game state changed: SC_WORLD_LOADED\n");
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break;
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case SC_WORLD_UNLOADED:
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DEBUG(status,out).print("game state changed: SC_WORLD_UNLOADED\n");
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break;
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case SC_MAP_LOADED:
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DEBUG(status,out).print("game state changed: SC_MAP_LOADED\n");
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break;
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case SC_MAP_UNLOADED:
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DEBUG(status,out).print("game state changed: SC_MAP_UNLOADED\n");
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break;
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case SC_VIEWSCREEN_CHANGED:
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DEBUG(status,out).print("game state changed: SC_VIEWSCREEN_CHANGED\n");
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break;
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case SC_CORE_INITIALIZED:
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DEBUG(status,out).print("game state changed: SC_CORE_INITIALIZED\n");
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break;
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case SC_BEGIN_UNLOAD:
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DEBUG(status,out).print("game state changed: SC_BEGIN_UNLOAD\n");
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break;
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case SC_PAUSED:
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DEBUG(status,out).print("game state changed: SC_PAUSED\n");
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break;
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case SC_UNPAUSED:
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DEBUG(status,out).print("game state changed: SC_UNPAUSED\n");
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break;
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2012-01-28 05:03:56 -07:00
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}
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2022-08-03 01:01:25 -06:00
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2012-01-28 05:03:56 -07:00
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return CR_OK;
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}
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2022-08-02 19:40:50 -06:00
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// Whatever you put here will be done in each game frame refresh. Don't abuse it.
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2022-08-03 01:01:25 -06:00
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// Note that if the plugin implements the enabled API, this function is only called
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// if the plugin is enabled.
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2022-08-02 19:40:50 -06:00
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DFhackCExport command_result plugin_onupdate (color_ostream &out) {
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2022-08-03 22:43:07 -06:00
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DEBUG(onupdate,out).print(
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"onupdate called (run 'debugfilter set info skeleton onupdate' to stop"
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" seeing these messages)\n");
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2022-08-03 01:01:25 -06:00
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2011-10-06 19:53:58 -06:00
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return CR_OK;
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}
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2018-08-26 17:26:09 -06:00
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// If you need to save or load world-specific data, define these functions.
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2019-05-29 17:52:03 -06:00
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// plugin_save_data is called when the game might be about to save the world,
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// and plugin_load_data is called whenever a new world is loaded. If the plugin
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// is loaded or unloaded while a world is active, plugin_save_data or
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// plugin_load_data will be called immediately.
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2022-08-02 19:40:50 -06:00
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DFhackCExport command_result plugin_save_data (color_ostream &out) {
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2022-08-03 01:01:25 -06:00
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DEBUG(status,out).print("save or unload is imminent; time to persist state\n");
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2022-08-03 17:18:22 -06:00
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// Call functions in the Persistence module here. If your PersistantDataItem
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// objects are already up to date, then they will get persisted with the
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// save automatically and there is nothing extra you need to do here.
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2018-08-26 17:26:09 -06:00
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return CR_OK;
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}
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2022-08-02 19:40:50 -06:00
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DFhackCExport command_result plugin_load_data (color_ostream &out) {
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2022-08-03 01:01:25 -06:00
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DEBUG(status,out).print("world is loading; time to load persisted state\n");
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2022-08-03 17:18:22 -06:00
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// Call functions in the Persistence module here. See
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// persistent_per_save_example.cpp for an example.
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2018-08-26 17:26:09 -06:00
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return CR_OK;
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}
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2022-08-02 19:40:50 -06:00
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// This is the callback we registered in plugin_init. Note that while plugin
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// callbacks are called with the core suspended, command callbacks are called
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// from a different thread and need to explicity suspend the core if they
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// interact with Lua or DF game state (most commands do at least one of these).
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static command_result command_callback1(color_ostream &out, vector<string> ¶meters) {
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2022-08-03 01:01:25 -06:00
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DEBUG(command,out).print("%s command called with %zu parameters\n",
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plugin_name, parameters.size());
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2022-08-02 19:40:50 -06:00
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// I'll say it again: always suspend the core in command callbacks unless
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// all your data is local.
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2012-03-10 04:55:42 -07:00
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CoreSuspender suspend;
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2021-07-03 20:32:02 -06:00
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2022-08-02 19:40:50 -06:00
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// Return CR_WRONG_USAGE to print out your help text. The help text is
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// sourced from the associated rst file in docs/plugins/. The same help will
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// also be returned by 'help your-command'.
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2022-08-03 01:11:18 -06:00
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// simple commandline parsing can be done in C++, but there are lua libraries
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// that can easily handle more complex commandlines. see the blueprint plugin
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// for an example.
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2022-08-02 19:40:50 -06:00
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// TODO: do something according to the flags set in the options struct
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2011-10-06 19:53:58 -06:00
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return CR_OK;
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2022-04-12 12:48:19 -06:00
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}
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