Skip to content
Navigation Menu
{{ message }}
forked from DFHack/dfhack
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathskeleton.cpp
More file actions
229 lines (192 loc) · 9.26 KB
/
Copy pathskeleton.cpp
File metadata and controls
229 lines (192 loc) · 9.26 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
// This is an example plugin that documents and implements all the plugin
// callbacks and features. You can include it in the regular build by setting
// the BUILD_SKELETON option in CMake to ON. Play with loading and unloading
// the plugin in various game states (e.g. with and without a world loaded),
// and see the debug messages get printed to the console.
//
// See the other example plugins in this directory for plugins that are
// configured for specific use cases (but don't come with as many comments as
// this one does).
#include <string>
#include <vector>
#include "df/world.h"
#include "Core.h"
#include "Debug.h"
#include "MemAccess.h"
#include "PluginManager.h"
#include "modules/Gui.h"
#include "modules/Persistence.h"
#include "modules/Screen.h"
#include "modules/World.h"
using std::string;
using std::vector;
using namespace DFHack;
// Expose the plugin name to the DFHack core, as well as metadata like the
// DFHack version that this plugin was compiled with. This macro provides a
// variable for the plugin name as const char * plugin_name.
// The name provided must correspond to the filename --
// skeleton.plug.so, skeleton.plug.dylib, or skeleton.plug.dll in this case
DFHACK_PLUGIN("skeleton");
// The identifier declared with this macro (i.e. is_enabled) is used to track
// whether the plugin is in an "enabled" state. If you don't need enablement
// for your plugin, you don't need this line. This variable will also be read
// by the `plug` builtin command; when true the plugin will be shown as enabled.
DFHACK_PLUGIN_IS_ENABLED(is_enabled);
// 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);
// logging levels can be dynamically controlled with the `debugfilter` command.
// Actual plugins will likely want to set the default level to LINFO or LWARNING
// instead of the LDEBUG used here.
namespace DFHack {
// for configuration-related logging
DBG_DECLARE(skeleton, status, DebugCategory::LDEBUG);
// for plugin_onupdate logging
DBG_DECLARE(skeleton, onupdate, DebugCategory::LDEBUG);
// for command-related logging
DBG_DECLARE(skeleton, command, DebugCategory::LDEBUG);
}
static command_result command_callback1(color_ostream &out, vector<string> ¶meters);
// run when the plugin is loaded
DFhackCExport command_result plugin_init(color_ostream &out, std::vector<PluginCommand> &commands) {
DEBUG(status,out).print("initializing %s\n", plugin_name);
// For in-tree plugins, don't use the "usage" parameter of PluginCommand.
// Instead, add an .rst file with the same name as the plugin to the
// docs/plugins/ directory.
commands.push_back(PluginCommand(
"skeleton",
"Short (~54 character) description of command.", // to use one line in the ``[DFHack]# ls`` output
command_callback1));
return CR_OK;
}
// run when the plugin is unloaded
DFhackCExport command_result plugin_shutdown(color_ostream &out) {
DEBUG(status,out).print("shutting down %s\n", plugin_name);
// 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;
}
// run when the `enable` or `disable` command is run with this plugin name as
// an argument
DFhackCExport command_result plugin_enable(color_ostream &out, bool enable) {
DEBUG(status,out).print("%s from the API\n", enable ? "enabled" : "disabled");
// you have to maintain the state of the is_enabled variable yourself. it
// doesn't happen automatically.
is_enabled = enable;
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_UNKNOWN:
DEBUG(status,out).print("game state changed: SC_UNKNOWN\n");
break;
case SC_WORLD_LOADED:
DEBUG(status,out).print("game state changed: SC_WORLD_LOADED\n");
break;
case SC_WORLD_UNLOADED:
DEBUG(status,out).print("game state changed: SC_WORLD_UNLOADED\n");
break;
case SC_MAP_LOADED:
DEBUG(status,out).print("game state changed: SC_MAP_LOADED\n");
break;
case SC_MAP_UNLOADED:
DEBUG(status,out).print("game state changed: SC_MAP_UNLOADED\n");
break;
case SC_VIEWSCREEN_CHANGED:
{
auto vs = Gui::getCurViewscreen(true);
string name = Core::getInstance().p->readClassName(*(void**)vs);
if (name.starts_with("viewscreen_"))
name = name.substr(11, name.size()-11-2);
else if (dfhack_viewscreen::is_instance(vs)) {
auto fs = Gui::getFocusStrings(vs);
if (fs.size())
name = fs[0];
}
DEBUG(status,out).print("game state changed: SC_VIEWSCREEN_CHANGED (%s)\n",
name.c_str());
break;
}
case SC_CORE_INITIALIZED:
DEBUG(status,out).print("game state changed: SC_CORE_INITIALIZED\n");
break;
case SC_BEGIN_UNLOAD:
DEBUG(status,out).print("game state changed: SC_BEGIN_UNLOAD\n");
break;
case SC_PAUSED:
DEBUG(status,out).print("game state changed: SC_PAUSED\n");
break;
case SC_UNPAUSED:
DEBUG(status,out).print("game state changed: SC_UNPAUSED\n");
break;
}
return CR_OK;
}
// Whatever you put here will be done in each game frame refresh. Don't abuse it.
// Note that if the plugin implements the enabled API, this function is only called
// if the plugin is enabled.
DFhackCExport command_result plugin_onupdate (color_ostream &out) {
DEBUG(onupdate,out).print(
"onupdate called (run 'debugfilter set info skeleton onupdate' to stop"
" seeing these messages)\n");
return CR_OK;
}
// If you need to save or load world- or site-specific data, define these functions.
// plugin_save_world_data is called when the game might be about to save,
// plugin_save_site_data is called when the game might be about to save and a site is loaded,
// plugin_load_world_data is called whenever a new world is loaded, and
// plugin_load_site_data is called whenever a new site is loaded.
//
// If the plugin is loaded or unloaded while a world is active, plugin_load_*_data or
// plugin_save_*_data will be called immediately as appropriate.
DFhackCExport command_result plugin_save_site_data (color_ostream &out) {
DEBUG(status,out).print("save or unload is imminent; time to persist state for site\n");
// Call functions in the Persistence module here. If your PersistantDataItem
// objects are already up to date, then they will get persisted with the
// save automatically and you do not need to implement this function.
return CR_OK;
}
DFhackCExport command_result plugin_save_world_data (color_ostream &out) {
DEBUG(status,out).print("save or unload is imminent; time to persist state for world\n");
// Call functions in the Persistence module here. If your PersistantDataItem
// objects are already up to date, then they will get persisted with the
// save automatically and you do not need to implement this function.
return CR_OK;
}
DFhackCExport command_result plugin_load_world_data (color_ostream &out) {
DEBUG(status,out).print("world is loading; time to load world-global persisted state\n");
// Call functions in the Persistence module here. See
// persistent_per_save_example.cpp for an example.
return CR_OK;
}
DFhackCExport command_result plugin_load_site_data (color_ostream &out) {
DEBUG(status,out).print("site is loading; time to load site-local persisted state\n");
// Call functions in the Persistence module here. See
// persistent_per_save_example.cpp for an example.
return CR_OK;
}
// This is the callback we registered in plugin_init. Note that while plugin
// callbacks are called with the core suspended, command callbacks are called
// from a different thread and need to explicity suspend the core if they
// interact with Lua or DF game state (most commands do at least one of these).
static command_result command_callback1(color_ostream &out, vector<string> ¶meters) {
DEBUG(command,out).print("%s command called with %zu parameters\n",
plugin_name, parameters.size());
// I'll say it again: always suspend the core in command callbacks unless
// all your data is local.
CoreSuspender suspend;
// Return CR_WRONG_USAGE to print out your help text. The help text is
// sourced from the associated rst file in docs/plugins/. The same help will
// also be returned by 'help your-command'.
// simple commandline parsing can be done in C++, but there are lua libraries
// that can easily handle more complex commandlines. see the blueprint plugin
// for an example.
// TODO: do something according to the flags set in the options struct
return CR_OK;
}
You can’t perform that action at this time.
