On Linux, DFHack acts as a library that shadows parts of the SDL API using LD_PRELOAD.
===================
How to get the code
===================
DFHack doesn't have any kind of system of code snapshots in place, so you will have to get code from the github repository using git.
Having a 'git' package installed is the minimal requirement, but some sort of git gui or git integration for your favorite text editor/IDE will certainly help.
The code resides here: https://github.com/DFHack/dfhack
On Linux and OS X, having a 'git' package installed is the minimal requirement (see below for OS X instructions),
but some sort of git gui or git integration for your favorite text editor/IDE will certainly help.
On Windows, you will need some sort of Windows port of git, or a GUI. Some examples:
* http://msysgit.github.io/ - this is a command line version of git for windows. Most tutorials on git usage will apply.
* http://code.google.com/p/tortoisegit/ - this puts a pretty, graphical face on top of msysgit
The code resides here: https://github.com/DFHack/dfhack
If you just want to compile DFHack or work on it by contributing patches, it's quite enough to clone from the read-only address::
If you want to get really involved with the development, create an account on github, make a clone there and then use that as your remote repository instead. Detailed instructions are beyond the scope of this document. If you need help, join us on IRC (#dfhack channel on freenode).
The tortoisegit GUI should have the equivalent options included.
If you want to get really involved with the development, create an account on Github, make a clone there and then use that as your remote repository instead. Detailed instructions are beyond the scope of this document. If you need help, join us on IRC (#dfhack channel on freenode).
=====
Linux
=====
On Linux, DFHack acts as a library that shadows parts of the SDL API using LD_PRELOAD.
Dependencies
============
@ -46,7 +61,7 @@ To build Stonesense, you'll also need OpenGL headers.
Build
=====
Building is fairly straightforward. Enter the ``build`` folder and start the build like this::
Building is fairly straightforward. Enter the ``build`` folder (or create an empty folder in the DFHack directory to use instead) and start the build like this::
Homebrew (if installed elsewhere, replace /usr/local with ``$(brew --prefix)``)::
export CC=/usr/local/bin/gcc-4.5
export CXX=/usr/local/bin/g++-4.5
Macports::
export CC=/opt/local/bin/gcc-mp-4.5
export CXX=/opt/local/bin/g++-mp-4.5
Homebrew::
export CC=/usr/local/bin/gcc-4.5
export CXX=/usr/local/bin/g++-4.5
8. Build dfhack::
mkdir build-osx
@ -172,27 +192,6 @@ Windows
=======
On Windows, DFHack replaces the SDL library distributed with DF.
How to get the code
===================
DFHack doesn't have any kind of system of code snapshots in place, so you will have to get code from the github repository using git.
You will need some sort of Windows port of git, or a GUI. Some examples:
* http://msysgit.github.io/ - this is a command line version of git for windows. Most tutorials on git usage will apply.
* http://code.google.com/p/tortoisegit/ - this puts a pretty, graphical face on top of msysgit :)
The code resides here: https://github.com/DFHack/dfhack
If you just want to compile DFHack or work on it by contributing patches, it's quite enough to clone from the read-only address::
git clone git://github.com/DFHack/dfhack.git
cd dfhack
git submodule init
git submodule update
The tortoisegit GUI should have the equivalent options included.
If you want to get really involved with the development, create an account on github, make a clone there and then use that as your remote repository instead. Detailed instructions are beyond the scope of this document. If you need help, join us on IRC (#dfhack channel on freenode).
Dependencies
============
First, you need ``cmake``. Get the win32 installer version from the official
@ -264,7 +263,7 @@ The most important parts of DFHack are the Core, Console, Modules and Plugins.
* Core acts as the centerpiece of DFHack - it acts as a filter between DF and SDL and synchronizes the various plugins with DF.
* Console is a thread-safe console that can be used to invoke commands exported by Plugins.
* Modules actually describe the way to access information in DF's memory. You can get them from the Core. Most modules are split into two parts: high-level and low-level. Higl-level is mostly method calls, low-level publicly visible pointers to DF's data structures.
* Modules actually describe the way to access information in DF's memory. You can get them from the Core. Most modules are split into two parts: high-level and low-level. High-level is mostly method calls, low-level publicly visible pointers to DF's data structures.
* Plugins are the tools that use all the other stuff to make things happen. A plugin can have a list of commands that it exports and an onupdate function that will be called each DF game tick.
Rudimentary API documentation can be built using doxygen (see build options with ``ccmake`` or ``cmake-gui``).
@ -280,7 +279,7 @@ DF data structure definitions
DFHack uses information about the game data structures, represented via xml files in the library/xml/ submodule.
Data structure layouts are described in files following the df.*.xml name pattern. This information is transformed by a perl script into C++ headers describing the structures, and associated metadata for the Lua wrapper. These headers and data are then compiled into the DFHack libraries, thus necessitating a compatibility break every time layouts change; in return it significantly boosts the efficiency and capabilities of DFHack code.
Data structure layouts are described in files following the df.\*.xml name pattern. This information is transformed by a perl script into C++ headers describing the structures, and associated metadata for the Lua wrapper. These headers and data are then compiled into the DFHack libraries, thus necessitating a compatibility break every time layouts change; in return it significantly boosts the efficiency and capabilities of DFHack code.
Global object addresses are stored in symbols.xml, which is copied to the dfhack release package and loaded as data at runtime.