160 lines
6.1 KiB
ReStructuredText
160 lines
6.1 KiB
ReStructuredText
###############
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Building DFHACK
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###############
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.. contents::
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=================
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Building on Linux
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=================
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On Linux, DFHack acts as a library that shadows parts of the SDL API using LD_PRELOAD.
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Dependencies
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============
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DFHack is meant to be installed into an existing DF folder, so get one ready.
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For building, you need a 32-bit version of GCC. For example, to build DFHack on
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a 64-bit distribution like Arch, you'll need the multilib development tools and libraries.
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Before you can build anything, you'll also need ``cmake``. It is advisable to also get
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``ccmake`` on distributions that split the cmake package into multiple parts.
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For the code generation parts, you need perl and the XML::LibXML perl package.
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You should be able to find them in your distro repositories (on Arch linux 'perl-xml-libxml').
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Build
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=====
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Building is fairly straightforward. Enter the ``build`` folder and start the build like this::
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cd build
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cmake .. -DCMAKE_BUILD_TYPE:string=Release -DCMAKE_INSTALL_PREFIX=/home/user/DF
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make install
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Obviously, replace the install path with path to your DF. This will build the library
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along with the normal set of plugins and install them into your DF folder.
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Alternatively, you can use ccmake instead of cmake::
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cd build
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ccmake ..
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make install
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This will show a curses-based interface that lets you set all of the
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extra options.
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You can also use a cmake-friendly IDE like KDevelop 4 or the cmake-gui
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program.
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===================
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Building on Windows
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===================
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First, you need ``cmake``. Get the win32 installer version from the official
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site: http://www.cmake.org/cmake/resources/software.html
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It has the usual installer wizard. Make sure you let it add its binary folder
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to your binary search PATH so the tool can be later run from anywhere.
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You'll need a copy of Microsoft Visual C++ 2010. The Express version is sufficient.
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Grab it from Microsoft's site.
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For the code generation parts, you'll need perl and XML::LibXML. You can install them like this:
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* download and install strawberry perl from http://strawberryperl.com/
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* reboot so that the system can pick up the new binary path
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* open a cmd.exe window and run "cpan XML::LibXML" (obviously without the quotes). This can take a while to complete.
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Build
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=====
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Open the ``build`` folder and double click the batch script there. This will eventually open
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a cmake GUI window. Here, set CMAKE_INSTALL_PREFIX to your DF folder and set up any other
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options you're interested in. Hit configure and generate, close the GUI.
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This crates a folder under build/ that contains the solution files for MSVC.
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When you open the solution, make sure you never use the Debug builds. Those aren't
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binary-compatible with DF. If you try to use a debug build with DF, you'll only get crashes.
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So pick either Release or RelWithDebInfo build and build the INSTALL target.
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===========
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Build types
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===========
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``cmake`` allows you to pick a build type by changing this
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variable: ``CMAKE_BUILD_TYPE``
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::
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cmake .. -DCMAKE_BUILD_TYPE:string=BUILD_TYPE
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Without specifying a build type or 'None', cmake uses the
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``CMAKE_CXX_FLAGS`` variable for building.
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Valid and useful build types include 'Release', 'Debug' and
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'RelWithDebInfo'. 'Debug' is not available on Windows.
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================================
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Using the library as a developer
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================================
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Currently, the only way to use the library is to write a plugin that can be loaded by it.
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All the plugins can be found in the 'plugins' folder. There's no in-depth documentation
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on how to write one yet, but it should be easy enough to copy one and just follow the pattern.
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The most important parts of DFHack are the Core, Console, Modules and Plugins.
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* Core acts as the centerpiece of DFHack - it acts as a filter between DF and SDL and synchronizes the various plugins with DF.
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* Console is a thread-safe console that can be used to invoke commands exported by Plugins.
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* 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.
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* 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.
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Rudimentary API documentation can be built using doxygen (see build options with ``ccmake`` or ``cmake-gui``).
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DFHack consists of variously licensed code, but invariably weak copyleft.
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The main license is zlib/libpng, some bits are MIT licensed, and some are BSD licensed.
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Feel free to add your own extensions and plugins. Contributing back to
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the dfhack repository is welcome and the right thing to do :)
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Contributing to DFHack
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======================
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Several things should be kept in mind when contributing to DFHack.
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------------
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Coding style
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------------
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DFhack uses ANSI formatting and four spaces as indentation. Line
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endings are UNIX. The files use UTF-8 encoding. Code not following this
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won't make me happy, because I'll have to fix it. There's a good chance
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I'll make *you* fix it ;)
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-------------------------------
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How to get new code into DFHack
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-------------------------------
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You can send patches or make a clone of the github repo and ask me on
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the IRC channel to pull your code in. I'll review it and see if there
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are any problems. I'll fix them if they are minor.
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Fixes are higher in priority. If you want to work on something, but
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don't know what, check out http://github.com/peterix/dfhack/issues --
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this is also a good place to dump new ideas and/or bugs that need
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fixing.
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---------------
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Memory research
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---------------
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If you want to do memory research, you'll need some tools and some knowledge.
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In general, you'll need a good memory viewer and optionally something
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to look at machine code without getting crazy :)
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Good windows tools include:
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* Cheat Engine
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* IDA Pro (the free version)
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Good linux tools:
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* edb (Evan's Debugger)
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* IDA Pro running under wine.
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* Some of the tools residing in the ``legacy`` dfhack branch.
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Using publicly known information and analyzing the game's data is preferred.
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