True Transformation: turn into something temporarily, then permanently transform into another creature. If you try to do that with a syndrome, you can't do it recursively.

develop
expwnent 2013-01-02 19:21:25 -05:00
parent 0f2b9a3524
commit d4afa4b6e4
1 changed files with 69 additions and 64 deletions

@ -5,81 +5,86 @@
#include "Export.h"
#include "PluginManager.h"
#include "modules/EventManager.h"
#include "df/caste_raw.h"
#include "df/creature_raw.h"
#include "df/syndrome.h"
#include "df/unit.h"
#include "df/unit_syndrome.h"
#include "df/world.h"
#include <cstdlib>
using namespace DFHack;
using namespace std;
DFHACK_PLUGIN("trueTransformation");
void syndromeHandler(color_ostream& out, void* ptr);
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
commands.push_back(PluginCommand(
"skeleton", "Do nothing, look pretty.",
skeleton, false, /* true means that the command can't be used from non-interactive user interface */
// Extended help string. Used by CR_WRONG_USAGE and the help command:
" This command does nothing at all.\n"
"Example:\n"
" skeleton\n"
" Does nothing.\n"
));
return CR_OK;
}
EventManager::EventHandler syndrome(syndromeHandler);
Plugin* me = Core::getInstance().getPluginManager()->getPluginByName("trueTransformation");
EventManager::registerListener(EventManager::EventType::SYNDROME, syndrome, 1, me);
// This is called right before the plugin library is removed from memory.
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
// You *MUST* kill all threads you created before this returns.
// If everything fails, just return CR_FAILURE. Your plugin will be
// in a zombie state, but things won't crash.
return CR_OK;
}
// Called to notify the plugin about important state changes.
// Invoked with DF suspended, and always before the matching plugin_onupdate.
// More event codes may be added in the future.
/*
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
case SC_GAME_LOADED:
// initialize from the world just loaded
break;
case SC_GAME_UNLOADED:
// cleanup
break;
default:
break;
void syndromeHandler(color_ostream& out, void* ptr) {
EventManager::SyndromeData* data = (EventManager::SyndromeData*)ptr;
//out.print("Syndrome started: unit %d, syndrome %d.\n", data->unitId, data->syndromeIndex);
int32_t index = df::unit::binsearch_index(df::global::world->units.active, data->unitId);
if ( index < 0 ) {
out.print("%s, line %d: couldn't find unit.\n", __FILE__, __LINE__);
return;
}
return CR_OK;
}
*/
df::unit* unit = df::global::world->units.active[index];
df::unit_syndrome* unit_syndrome = unit->syndromes.active[data->syndromeIndex];
df::syndrome* syndrome = df::global::world->raws.syndromes.all[unit_syndrome->type];
bool foundIt = false;
int32_t raceId = -1;
df::creature_raw* creatureRaw = NULL;
int32_t casteId = -1;
for ( size_t a = 0; a < syndrome->syn_class.size(); a++ ) {
if ( *syndrome->syn_class[a] == "\\PERMANENT" ) {
foundIt = true;
}
if ( foundIt && raceId == -1 ) {
//find the race with the name
string& name = *syndrome->syn_class[a];
for ( size_t b = 0; b < df::global::world->raws.creatures.all.size(); b++ ) {
df::creature_raw* creature = df::global::world->raws.creatures.all[b];
if ( creature->creature_id != name )
continue;
raceId = b;
creatureRaw = creature;
break;
}
continue;
}
if ( foundIt && raceId != -1 ) {
string& name = *syndrome->syn_class[a];
for ( size_t b = 0; b < creatureRaw->caste.size(); b++ ) {
df::caste_raw* caste = creatureRaw->caste[b];
if ( caste->caste_id != name )
continue;
casteId = b;
break;
}
break;
}
}
out.print("foundIt = %d, raceId = %d, casteId = %d\n", (int32_t)foundIt, raceId, casteId);
if ( !foundIt || raceId == -1 || casteId == -1 )
return;
// Whatever you put here will be done in each game step. Don't abuse it.
// It's optional, so you can just comment it out like this if you don't need it.
/*
DFhackCExport command_result plugin_onupdate ( color_ostream &out )
{
// whetever. You don't need to suspend DF execution here.
return CR_OK;
unit->enemy.normal_race = raceId;
unit->enemy.normal_caste = casteId;
out.print("Did the thing.\n");
//that's it!
}
*/
// A command! It sits around and looks pretty. And it's nice and friendly.
command_result skeleton (color_ostream &out, std::vector <std::string> & parameters)
{
// It's nice to print a help message you get invalid options
// from the user instead of just acting strange.
// This can be achieved by adding the extended help string to the
// PluginCommand registration as show above, and then returning
// CR_WRONG_USAGE from the function. The same string will also
// be used by 'help your-command'.
if (!parameters.empty())
return CR_WRONG_USAGE;
// Commands are called from threads other than the DF one.
// Suspend this thread until DF has time for us. If you
// use CoreSuspender, it'll automatically resume DF when
// execution leaves the current scope.
CoreSuspender suspend;
// Actually do something here. Yay.
out.print("Hello! I do nothing, remember?\n");
// Give control back to DF.
return CR_OK;
}