2015-09-25 07:33:28 -06:00
|
|
|
.. _binpatches:
|
|
|
|
|
|
|
|
######################
|
|
|
|
Patching the DF binary
|
|
|
|
######################
|
|
|
|
|
|
|
|
Writing scripts and plugins for DFHack is not the only way to modify Dwarf
|
|
|
|
Fortress. Before DFHack, it was common for tools to manually patch the
|
|
|
|
binary to change behaviour, and DFHack still contains tools to do this via
|
|
|
|
the `scripts/binpatch` command.
|
|
|
|
|
|
|
|
.. warning::
|
|
|
|
|
|
|
|
We recommend using a script or plugin instead of a raw patch if
|
|
|
|
at all possible - that way your work will work for many versions
|
|
|
|
across multiple operating systems. There's a reason nobody has
|
|
|
|
written patches since ``0.34.11``!
|
|
|
|
|
|
|
|
.. contents::
|
|
|
|
|
|
|
|
|
|
|
|
Getting a patch
|
|
|
|
===============
|
|
|
|
There are no binary patches available for Dwarf Fortress versions after 0.34.11
|
|
|
|
|
|
|
|
This system is kept for the chance that someone will find it useful, so some
|
|
|
|
hints on how to write your own follow. This will require disassembly and
|
|
|
|
decent skill in `memory research <contributing-memory-research>`.
|
|
|
|
|
|
|
|
* The patches are expected to be encoded in text format used by IDA.
|
|
|
|
|
|
|
|
* See `this commit <https://github.com/DFHack/dfhack/commit/8a9e3d1a728>`_,
|
|
|
|
when the 0.34.11 patches were discarded, for example patches.
|
|
|
|
|
|
|
|
* `Issue #546 <https://github.com/DFHack/dfhack/issues/546>`_ is about the
|
|
|
|
future of the binpatches, and may be useful reading.
|
|
|
|
|
|
|
|
If you want to write a patch, the armory patches discussed here and documented
|
|
|
|
below would probably be the best place to start.
|
|
|
|
|
|
|
|
|
|
|
|
Using a patch
|
|
|
|
=============
|
|
|
|
There are two methods to apply a patch.
|
|
|
|
|
|
|
|
Patching at runtime
|
|
|
|
-------------------
|
|
|
|
The `scripts/binpatch` script checks, applies or removes binary patches
|
|
|
|
directly in memory at runtime::
|
|
|
|
|
|
|
|
binpatch [check|apply|remove] <patchname>
|
|
|
|
|
|
|
|
If the name of the patch has no extension or directory separators, the
|
|
|
|
script uses ``hack/patches/<df-version>/<name>.dif``, thus auto-selecting
|
|
|
|
the version appropriate for the currently loaded executable.
|
|
|
|
|
|
|
|
This is the preferred method; it's easier to debug, does not cause persistent
|
2015-09-26 00:50:02 -06:00
|
|
|
problems, and leaves file checksums alone. As with many other commands, users
|
|
|
|
can simply add it to ``dfhack.init`` to reapply the patch every time DF is run.
|
2015-09-25 07:33:28 -06:00
|
|
|
|
|
|
|
|
|
|
|
Patching on disk
|
|
|
|
----------------
|
|
|
|
|
|
|
|
.. warning::
|
|
|
|
|
|
|
|
This method of patching is deprecated, and may be removed without notice.
|
|
|
|
You should use the runtime patching option above.
|
|
|
|
|
|
|
|
DFHack includes a small stand-alone utility for applying and removing
|
|
|
|
binary patches from the game executable. Use it from the regular operating
|
|
|
|
system console:
|
|
|
|
|
|
|
|
``binpatch check "Dwarf Fortress.exe" patch.dif``
|
|
|
|
Checks and prints if the patch is currently applied.
|
|
|
|
|
|
|
|
``binpatch apply "Dwarf Fortress.exe" patch.dif``
|
|
|
|
Applies the patch, unless it is already applied or in conflict.
|
|
|
|
|
|
|
|
``binpatch remove "Dwarf Fortress.exe" patch.dif``
|
|
|
|
Removes the patch, unless it is already removed.
|
|
|
|
|
|
|
|
If you use a permanent patch under OSX or Linux, you must update
|
|
|
|
``symbols.xml`` with the new checksum of the executable. Find the relevant
|
|
|
|
section, and add a new line::
|
|
|
|
|
|
|
|
<md5-hash value='????????????????????????????????'/>
|
|
|
|
|
|
|
|
In order to find the correct value of the hash, look into stderr.log;
|
|
|
|
DFHack prints an error there if it does not recognize the hash.
|
|
|
|
|
|
|
|
.. _binpatches/needs-patch:
|
|
|
|
|
|
|
|
Tools reliant on binpatches
|
|
|
|
===========================
|
|
|
|
Some DFHack tools require the game to be patched to work. As no patches
|
|
|
|
are currently available, the full description of each is included here.
|
|
|
|
|
|
|
|
fix-armory
|
|
|
|
----------
|
|
|
|
Enables a fix for storage of squad equipment in barracks.
|
|
|
|
|
|
|
|
Specifically, it prevents your haulers from moving squad equipment
|
|
|
|
to stockpiles, and instead queues jobs to store it on weapon racks,
|
|
|
|
armor stands, and in containers.
|
|
|
|
|
|
|
|
.. note::
|
|
|
|
|
|
|
|
In order to actually be used, weapon racks have to be patched and
|
|
|
|
manually assigned to a squad. See `scripts/gui/assign-rack`.
|
|
|
|
|
|
|
|
Note that the buildings in the armory are used as follows:
|
|
|
|
|
|
|
|
* Weapon racks (when patched) are used to store any assigned weapons.
|
|
|
|
Each rack belongs to a specific squad, and can store up to 5 weapons.
|
|
|
|
|
|
|
|
* Armor stands belong to specific squad members and are used for
|
|
|
|
armor and shields.
|
|
|
|
|
|
|
|
* Cabinets are used to store assigned clothing for a specific squad member.
|
|
|
|
They are **never** used to store owned clothing.
|
|
|
|
|
|
|
|
* Chests (boxes, etc) are used for a flask, backpack or quiver assigned
|
|
|
|
to the squad member. Due to a probable bug, food is dropped out of the
|
|
|
|
backpack when it is stored.
|
|
|
|
|
|
|
|
.. warning::
|
|
|
|
|
|
|
|
Although armor stands, cabinets and chests properly belong only to one
|
|
|
|
squad member, the owner of the building used to create the barracks will
|
|
|
|
randomly use any containers inside the room. Thus, it is recommended to
|
|
|
|
always create the armory from a weapon rack.
|
|
|
|
|
|
|
|
Contrary to the common misconception, all these uses are controlled by the
|
|
|
|
*Individual Equipment* usage flag. The *Squad Equipment* flag is actually
|
|
|
|
intended for ammo, but the game does even less in that area than for armor
|
|
|
|
and weapons. This plugin implements the following rules almost from scratch:
|
|
|
|
|
|
|
|
* Combat ammo is stored in chests inside rooms with Squad Equipment enabled.
|
|
|
|
|
|
|
|
* If a chest is assigned to a squad member due to Individual Equipment also
|
|
|
|
being set, it is only used for that squad's ammo; otherwise, any squads
|
|
|
|
with Squad Equipment on the room will use all of the chests at random.
|
|
|
|
|
|
|
|
* Training ammo is stored in chests inside archery ranges designated from
|
|
|
|
archery targets, and controlled by the same Train flag as archery training
|
|
|
|
itself. This is inspired by some defunct code for weapon racks.
|
|
|
|
|
|
|
|
There are some minor traces in the game code to suggest that the first of
|
|
|
|
these rules is intended by Toady; the rest are invented by this plugin.
|
|
|
|
|
|
|
|
|
|
|
|
gui/assign-rack
|
|
|
|
---------------
|
|
|
|
Bind to a key (the example config uses P), and activate when viewing a weapon
|
|
|
|
rack in the ``q`` mode.
|
|
|
|
|
|
|
|
.. image:: images/assign-rack.png
|
|
|
|
|
|
|
|
This script is part of a group of related fixes to make the armory storage
|
|
|
|
work again. The existing issues are:
|
|
|
|
|
|
|
|
* Weapon racks have to each be assigned to a specific squad, like with
|
|
|
|
beds/boxes/armor stands and individual squad members, but nothing in
|
|
|
|
the game does this. This issue is what this script addresses.
|
|
|
|
|
|
|
|
* Even if assigned by the script, **the game will unassign the racks again
|
|
|
|
without a binary patch**. This patch is called ``weaponrack-unassign``,
|
|
|
|
and has not been updated since 0.34.11. See `the bug report`_ for more info.
|
|
|
|
|
|
|
|
.. _`the bug report`: http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445
|
|
|
|
|
|
|
|
* Haulers still take equipment stored in the armory away to the stockpiles,
|
|
|
|
unless `plugins/fix-armory` is used.
|
|
|
|
|
|
|
|
The script interface simply lets you designate one of the squads that
|
|
|
|
are assigned to the barracks/armory containing the selected stand as
|
|
|
|
the intended user. In order to aid in the choice, it shows the number
|
|
|
|
of currently assigned racks for every valid squad.
|
|
|
|
|