#include #include #include #include #include #include #include using std::vector; using std::string; using namespace DFHack; static SDL::Mutex *mymutex=0; DFhackCExport command_result dfusion (Core * c, vector & parameters); DFhackCExport const char * plugin_name ( void ) { return "dfusion"; } DFhackCExport command_result plugin_init ( Core * c, std::vector &commands) { commands.clear(); commands.push_back(PluginCommand("DFusion","Init dfusion system.",dfusion)); mymutex=SDL_CreateMutex(); return CR_OK; } DFhackCExport command_result plugin_shutdown ( Core * c ) { // shutdown stuff return CR_OK; } DFhackCExport command_result plugin_onupdate ( Core * c ) { /*if(timering == true) { uint64_t time2 = GetTimeMs64(); uint64_t delta = time2-timeLast; timeLast = time2; c->con.print("Time delta = %d ms\n", delta); } return CR_OK;*/ SDL_mutexP(mymutex); //TODO: make lua thread safe (somehow)... lua::state s=lua::glua::Get(); s.getglobal("OnTick"); if(s.is()) { s.pcall(); } s.settop(0); SDL_mutexV(mymutex); return CR_OK; } DFhackCExport command_result dfusion (Core * c, vector & parameters) { // do stuff Console &con=c->con; SDL_mutexP(mymutex); try{ lua::glua::Get().loadfile("dfusion/init.lua"); //load script lua::glua::Get().pcall(0,0);// run it } catch(lua::exception &e) { con.printerr("Error:%s\n",e.what()); } lua::glua::Get().settop(0);// clean up SDL_mutexV(mymutex); return CR_OK; }