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CWSDK

Defines structures, functions, and callbacks for interacting with Cube World in C++.

Mods produced with CWSDK are for use with the Cube World Mod Launcher.

Getting started

Although modding Cube World, even with CWSDK, is not for the faint of heart, CWSDK provides common-use functionality to assist development and cooperation of mods. All projects which use CWSDK should be compiled using Visual Studio and Clang.

  1. Set up and install Visual Studio 2019.

  2. Configure it for Clang: https://devblogs.microsoft.com/cppblog/clang-llvm-support-in-visual-studio/

  3. Create a folder for your source code, and add:

    a) A released snapshot of CWSDK.

    b) A main.cpp for your code.

    c) A CMakeLists.txt. See CommandsMod for an example and a script which can auto-generate this for you in simpler projects.

  4. Open your project in Visual Studio using the Open Folder option. Configure Visual Studio to build with x64-Clang-Release according to the page in step 2.

  5. Include cwmods.h from CWSDK to use its features.

Basic mod structure

You must create a class for your mod which inherits from GenericMod from cwmods.h. To instantiate the class and provide it to the Cube World Mod Launcher, you must export a function MakeMod which returns a pointer to a new instance of your mod. To utilize event handlers, override the appropriate virtual function.

#include "cwmods/cwmods.h"
#include <string>

class Mod : GenericMod {
   virtual int OnChat(std::wstring* message) override {
   	// This will be called when the player sends a chat message
   }
   virtual void OnGameTick(cube::Game* game) override {
   	// This will be called every frame
   }
   virtual void Initialize() override {
   	// This will be called after your mod is loaded. CWSDK internals are initialized at this point, so it's safe to use CWBase() and CWOffset().
   }
}

EXPORT Mod* MakeMod() {
   return new Mod();
}

Event Handlers

To use an event handler, override them as per the example above.


virtual void Initialize()

Called after mod is loaded.

Return values: None.


virtual int OnChat(std::wstring* message)

Called when the player sends a message.

Return values:

0 - Normal behavior

1 - Cancel message


virtual int OnCheckInventoryFull(cube::Creature* player, cube::Item* item)

Called when the game checks to see if a creature can carry more of an item.

Return values:

0 - Normal behavior

1 - Override, CAN carry more.

2 - Override, CANNOT carry more.


virtual int OnP2PRequest(uint64_t steamID)

Called when a new Steam peer to peer request is made.

Return values:

0 - Normal behavior

1 - Force block request

2 - Force accept request


virtual void OnGameTick(cube::Game* game)

Called (prior to) every frame.

Return values: None.


Data members and methods

No documentation on these, and they are especially prone to change. Explore the source.

Special thanks

Andoryuuta - Reverse engineering work and mapping structs
matpow2 - Structs for the alpha that are still useful in the beta
ZaneYork - Fields and contributions to the mod loader and commandsmod

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  • C++ 96.5%
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