dfhack/plugins/skeleton/skeleton.cpp

107 lines
3.6 KiB
C++

// 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 <Console.h>
#include <Export.h>
#include <PluginManager.h>
// DF data structure definition headers
#include "DataDefs.h"
//#include "df/world.h"
using namespace DFHack;
using namespace df::enums;
// our own, empty header.
#include "skeleton.h"
// 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 (Core * c, std::vector <std::string> & parameters);
// A plugins must be able to return its name. This must correspond to the filename - skeleton.plug.so or skeleton.plug.dll
DFhackCExport const char * plugin_name ( void )
{
return "skeleton";
}
// Mandatory init function. If you have some global state, create it here.
DFhackCExport command_result plugin_init ( Core * c, std::vector <PluginCommand> &commands)
{
// Fill the command list with your commands.
commands.clear();
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 ( Core * c )
{
// You *MUST* kill all threads you created before this returns.
// If everythin 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(Core* c, 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 ( Core * c )
{
// 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 (Core * c, 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(c);
// Actually do something here. Yay.
c->con.print("Hello! I do nothing, remember?\n");
// Give control back to DF.
return CR_OK;
}