/* * Rune Game Engine * Copyright 2024 Danny Holman * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #include #include #include #include #include #include #include list_head_t *mods = NULL; void _load_mod(const char *filename) { char mod_path[4096]; sprintf(mod_path, "mods/%s", filename); void *handle = dlopen(mod_path, RTLD_LAZY); if (handle == NULL) log_output(LOG_ERROR, "Error loading mod %s: %s", filename, dlerror()); } void rune_load_mods(void) { DIR *dir = opendir("mods"); if (dir == NULL) { log_output(LOG_INFO, "No mods folder found, skipping mod loading"); return; } struct dirent *mods_de; while ((mods_de = readdir(dir)) != NULL) { if (strstr(mods_de->d_name, ".so")) _load_mod(mods_de->d_name); } } void rune_init_mods(void) { list_head_t *temp = mods; struct mod *mod; while (temp != NULL) { mod = (struct mod*)((void*)temp - offsetof(struct mod, list)); (*mod->init_func)(); temp = temp->next; } } void rune_close_mods(void) { if (mods == NULL) return; list_head_t *temp = mods; struct mod *mod; while (temp != NULL) { mod = (struct mod*)((void*)temp - offsetof(struct mod, list)); (*mod->exit_func)(); temp = temp->next; rune_free(mod); } } void rune_register_mod(const char *name, mod_func init_func, mod_func exit_func, mod_func update_func) { struct mod *new = rune_alloc(sizeof(struct mod)); new->name = name; new->init_func = init_func; new->exit_func = exit_func; new->update_func = update_func; new->list.next = NULL; new->list.prev = NULL; if (mods == NULL) mods = &new->list; else list_add(&new->list, mods); }