// This is a generic plugin that does nothing useful apart from acting as an example... of a plugin that does nothing :D // some headers required for a plugin. Nothing special, just the basics. #include "Core.h" #include #include #include // If you need to save data per-world: //#include "modules/Persistence.h" // DF data structure definition headers #include "DataDefs.h" //#include "df/world.h" // our own, empty header. #include "skeleton.h" using namespace DFHack; using namespace df::enums; // A plugin must be able to return its name and version. // The name string provided must correspond to the filename - // skeleton.plug.so, skeleton.plug.dylib, or skeleton.plug.dll in this case DFHACK_PLUGIN("skeleton"); // Any globals a plugin requires (e.g. world) should be listed here. // For example, this line expands to "using df::global::world" and prevents the // plugin from being loaded if df::global::world is null (i.e. missing from symbols.xml): // // REQUIRE_GLOBAL(world); // Here go all the command declarations... // mostly to allow having the mandatory stuff on top of the file and commands on the bottom command_result skeleton (color_ostream &out, std::vector & parameters); // Mandatory init function. If you have some global state, create it here. DFhackCExport command_result plugin_init (color_ostream &out, std::vector &commands) { // Fill the command list with your 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; } */ // If you need to save or load world-specific data, define these functions. // plugin_save_data is called when the game might be about to save the world, // and plugin_load_data is called whenever a new world is loaded. If the plugin // is loaded or unloaded while a world is active, plugin_save_data or // plugin_load_data will be called immediately. /* DFhackCExport command_result plugin_save_data (color_ostream &out) { // Call functions in the Persistence module here. return CR_OK; } DFhackCExport command_result plugin_load_data (color_ostream &out) { // Call functions in the Persistence module 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; }