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@ -98,31 +98,37 @@ DFhackCExport command_result plugin_enable(color_ostream &out, bool enable) {
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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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DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) {
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DEBUG(status,out).print("game state changed: %d\n", event);
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if (is_enabled) {
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switch (event) {
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case SC_UNKNOWN:
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break;
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case SC_WORLD_LOADED:
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break;
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case SC_WORLD_UNLOADED:
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break;
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case SC_MAP_LOADED:
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break;
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case SC_MAP_UNLOADED:
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break;
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case SC_VIEWSCREEN_CHANGED:
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break;
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case SC_CORE_INITIALIZED:
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break;
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case SC_BEGIN_UNLOAD:
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break;
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case SC_PAUSED:
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break;
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case SC_UNPAUSED:
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break;
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}
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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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}
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return CR_OK;
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@ -145,14 +151,17 @@ DFhackCExport command_result plugin_onupdate (color_ostream &out) {
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DFhackCExport command_result plugin_save_data (color_ostream &out) {
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DEBUG(status,out).print("save or unload is imminent; time to persist state\n");
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// Call functions in the Persistence module here.
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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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return CR_OK;
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}
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DFhackCExport command_result plugin_load_data (color_ostream &out) {
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DEBUG(status,out).print("world is loading; time to load persisted state\n");
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// Call functions in the Persistence module here.
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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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return CR_OK;
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}
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