#include "Core.h" #include "Console.h" #include "DataDefs.h" #include "Export.h" #include "PluginManager.h" using namespace DFHack; DFHACK_PLUGIN("trueTransformation"); DFhackCExport command_result plugin_init ( color_ostream &out, std::vector &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; } // 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; } return CR_OK; } */ // 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; } */ // A command! It sits around and looks pretty. And it's nice and friendly. command_result skeleton (color_ostream &out, std::vector & 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; }