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Author SHA1 Message Date
IronKing24 8a4469cc57 Merge branch 'main' into platform_compat 2026-07-22 11:58:01 +03:00
IronKing24 8bf7064a08 update android ndk version to current lts to support std::fs 2026-07-11 00:02:02 +03:00
IronKing24 dfea73105c Merge remote-tracking branch 'upstream/HEAD' into platform_compat 2026-07-10 23:33:26 +03:00
IronKing24 dd604b22b6 update the new functions 2026-07-06 14:17:14 +03:00
IronKing24 e1426a40c6 pump cmake ios and mac versions 2026-05-29 15:23:15 +03:00
IronKing24 ae6c7aba6e pump mac & ios version 2026-05-29 14:41:34 +03:00
IronKing24 e5387bef63 Merge branch 'main' into platform_compat 2026-05-26 23:02:04 +03:00
github-actions[bot] 76080a4878 chore: auto-format with clang-format 2026-05-26 14:33:23 +00:00
IronKing24 12314cd5d7 fix includes 2026-05-21 01:52:36 +03:00
IronKing24 a0e1b73116 update compat_access 2026-05-20 21:32:16 +03:00
IronKing24 23c38f60f1 update compat_rename 2026-05-20 21:31:13 +03:00
IronKing24 0c1ecfc3ac update compat_remove 2026-05-20 21:30:44 +03:00
IronKing24 45676bcc05 update compat_timeGetTime 2026-05-20 21:15:47 +03:00
IronKing24 46152f7e86 update compat_file_exists 2026-05-20 21:15:16 +03:00
IronKing24 b6d1a29411 update compat_mkdir_recursive 2026-05-20 21:14:28 +03:00
IronKing24 6bbd1a48cc update compat_mkdir 2026-05-20 21:13:47 +03:00
IronKing24 3b7e1d8916 update compat_filelength and header 2026-05-20 21:12:06 +03:00
IronKing24 1f05d0b690 update compat_makepath 2026-05-20 21:10:21 +03:00
IronKing24 444565e8a1 update compat_splitpath 2026-05-20 21:08:46 +03:00
66 changed files with 1032 additions and 1859 deletions
+2 -2
View File
@@ -142,7 +142,7 @@ jobs:
ios:
name: iOS
runs-on: macos-14
runs-on: macos-15
needs: [ce-dat]
steps:
@@ -328,7 +328,7 @@ jobs:
macos:
name: macOS
runs-on: macos-14
runs-on: macos-15
steps:
- name: Clone
+2 -2
View File
@@ -6,10 +6,10 @@ set(EXECUTABLE_NAME fallout2-ce)
if(APPLE)
if(IOS)
set(CMAKE_OSX_DEPLOYMENT_TARGET "12" CACHE STRING "")
set(CMAKE_OSX_DEPLOYMENT_TARGET "13" CACHE STRING "")
set(CMAKE_OSX_ARCHITECTURES "arm64" CACHE STRING "")
else()
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.13" CACHE STRING "")
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.15" CACHE STRING "")
set(CMAKE_OSX_ARCHITECTURES "x86_64;arm64" CACHE STRING "")
endif()
endif()
+1 -7
View File
@@ -42,13 +42,7 @@ The following settings were moved into [`<DAT>/config/game.cfg`](files/ce.dat/co
| ddraw.ini section | ddraw.ini key | game.cfg section | game.cfg key |
| --- | --- | --- | --- |
| `Misc` | `StartingMap` | `start` | `map` |
| `Misc` | `StartXPos` | `start` | `worldmap_x` |
| `Misc` | `StartYPos` | `start` | `worldmap_y` |
| `Misc` | `ViewXPos` | `start` | `worldmap_view_x` |
| `Misc` | `ViewYPos` | `start` | `worldmap_view_y` |
| `Misc` | `StartGDialogFix` | `dialog` | `start_gdialog_fix` |
| `Misc` | `DisableSpecialMapIDs` | `maps` | `disable_special_map_ids` |
## Opcodes / Metarules
@@ -65,7 +59,7 @@ See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/)
| Perks and traits | set_perk_image<br>set_perk_*<br>set_pyromaniac_mod<br>apply_heaveho_fix<br>set_swiftlearner_mod<br>has/set_fake_perk<br>has/set_fake_trait<br>set_selectable_perk<br>set_perkbox_title<br>show/hide_real_perks<br>perk_add_mode<br>clear_selectable_perks<br>add/remove_trait<br>seq_perk_freq | not implemented | - |
| Virtual file system | fs_create<br>fs_copy<br>fs_find<br>fs_read/write_*<br>fs_delete<br>fs_size<br>fs_pos<br>fs_seek<br>fs_resize | đźš« | Open an issue if you have a use case for these |
| Combat / Knockback | set_weapon_knockback<br>set_target_knockback<br>set_attacker_knockback<br>remove_weapon_knockback<br>remove_target_knockback<br>remove_attacker_knockback | not implemented | - |
| Maps and encounters | in_world_map<br>force_encounter{_with_flags}<br>set_map_time_multi<br>get/set_map_enter_position<br>exec_map_update_scripts<br>get/set_terrain_name<br>set_town_title<br>get/set_can_rest_on_map<br>set_rest_heal_time<br>set_rest_mode<br>set_worldmap_heal_time | implemented: in_world_map, force_encounter, force_encounter_with_flags, set_map_time_multi, get_terrain_name, set_terrain_name | - |
| Maps and encounters | in_world_map<br>force_encounter{_with_flags}<br>set_map_time_multi<br>get/set_map_enter_position<br>exec_map_update_scripts<br>get/set_terrain_name<br>set_town_title<br>get/set_can_rest_on_map<br>set_rest_heal_time<br>set_rest_mode<br>set_worldmap_heal_time | implemented: in_world_map, force_encounter, force_encounter_with_flags, set_map_time_multi | - |
| Maps and encounters / Worldmap | get_world_map_x/y_pos<br>set_world_map_pos | âś… | - |
| Audio | play_sfall_sound<br>stop_sfall_sound | âś… | `play_sfall_sound` currently supports `.acm`, `.wav`, `.ogg` formats, and can load from `.dat` archives. `.mp3` is not yet supported. |
| Combat / Weapons and ammo | get/set_weapon_ammo_pid<br>get/set_weapon_ammo_count | âś… | - |
-11
View File
@@ -11,12 +11,6 @@ month=6
day=24
; To start a new game somewhere other than artemple.map, set this to the map file name.
map=
; Starting worldmap marker position. -1 uses the starting map's world area.
worldmap_x=-1
worldmap_y=-1
; Starting worldmap viewport position. -1 uses the default upper-left view.
worldmap_view_x=-1
worldmap_view_y=-1
; Starting (tribal) and default (jumpsuit) player models. Can also be changed in-game via script.
model_male=hmwarr
model_male_default=hmjmps
@@ -26,11 +20,6 @@ model_female_default=hfjmps
; Set to 2 to make the pipboy available by only skipping the vault suit movie check.
pipboy=0
[maps]
; Set to 1 to apply transition tile, elevation, and rotation overrides on all maps,
; including Fallout 2 map IDs 19 and 37.
disable_special_map_ids=0
[karma]
; FRM numbers for karma icons on the character screen. Number of points entries should be 1 less than number of frms entries.
; Example: frms=47,48,49 points=-100,100
-10
View File
@@ -165,16 +165,6 @@ main_menu_scale_mode=1
; Set to 1 to show a Help option in the in-game options menu which opens the F1 help screen.
in_game_menu_help=1
; Weight/size indicator for PC, critters and containers
; Set to 0 for vanilla behavior (no weight indicator)
; Set to 1 to show a simple weight indicator; works with all inventory_columns values
; Set to 2 to show a detailed weight indicator; works with inventory_columns > 1 only
loot_weight_indicator=1
; Set to 0 to show container indicator at all times
; Set to XX to show container indicator when size reaches XX%
; Set to 100 to show container indicator when full
loot_container_size_indicator_threshold=50
[qol]
; Automatically open doors that are unlocked and has no script attached.
+1
View File
@@ -89,6 +89,7 @@ def assertSdlJavaBindingsMatch = { String variantName ->
android {
compileSdk 32
ndkVersion "27.3.13750724"
defaultConfig {
applicationId 'com.alexbatalov.fallout2ce'
-27
View File
@@ -1,27 +0,0 @@
#include "test_utils.h"
#include "sfall.h"
procedure start begin
variable defaultName;
display_msg("Testing terrain name metarules...");
call assertEquals("get metarule exists", metarule_exist("get_terrain_name"), 1);
call assertEquals("set metarule exists", metarule_exist("set_terrain_name"), 1);
defaultName := get_terrain_name(0, 0);
call assertNotEquals("default terrain name is not error", defaultName, "Error");
call assertNotEquals("default terrain name is not empty", defaultName, "");
set_terrain_name(0, 0, "CE Terrain Override");
call assertEquals("terrain override is returned", get_terrain_name(0, 0), "CE Terrain Override");
set_terrain_name(0, 0, "CE Terrain Override 2");
call assertEquals("latest terrain override wins", get_terrain_name(0, 0), "CE Terrain Override 2");
call assertEquals("one argument get returns error", sfall_func1("get_terrain_name", 0), -1);
call assertEquals("invalid get returns error", get_terrain_name(-1, 0), "Error");
call assertNotEquals("current terrain name is available", get_current_terrain_name, "Error");
call report_test_results("terrain_name");
signal_close_game;
end
+7 -7
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@@ -97,7 +97,7 @@ static int _compute_explosion_damage(int min, int max, Object* defender, int* kn
static int _can_talk_to(Object* obj, Object* critter);
static int _talk_to(Object* _, Object* critter);
static int _report_dmg(Attack* attack, Object* _);
static int _compute_dmg_damage(int min, int max, Object* obj, int* knockbackDistancePtr, DamageType damageType);
static int _compute_dmg_damage(int min, int max, Object* obj, int* knockbackDistancePtr, int damageType);
static int hideProjectile(void* _, void* projectile);
@@ -200,7 +200,7 @@ int pickDeathAnim(Object* attacker, Object* defender, Object* weapon, int damage
int normalViolenceLevelDamageThreshold = 15;
int maximumBloodViolenceLevelDamageThreshold = 45;
DamageType damageType = weaponGetDamageType(attacker, weapon);
int damageType = weaponGetDamageType(attacker, weapon);
if (weapon != nullptr && weapon->pid == PROTO_ID_MOLOTOV_COCKTAIL) {
normalViolenceLevelDamageThreshold = 5;
@@ -729,7 +729,7 @@ int _action_ranged(Attack* attack, int anim)
weaponGetRange(attack->attacker, attack->hitMode);
DamageType damageType = weaponGetDamageType(attack->attacker, attack->weapon);
int damageType = weaponGetDamageType(attack->attacker, attack->weapon);
tileGetTileInDirection(attack->attacker->tile, attack->attacker->rotation, 1);
@@ -1306,7 +1306,7 @@ int actionLootCritter(Object* critter, Object* target)
}
// 0x4124E0
int _action_skill_use(Skill skill)
int _action_skill_use(int skill)
{
if (skill == SKILL_SNEAK) {
reg_anim_clear(gDude);
@@ -1336,7 +1336,7 @@ static int _action_use_skill_in_combat_error(Object* critter)
// skill_use
// 0x41255C
int actionUseSkill(Object* user, Object* target, Skill skill)
int actionUseSkill(Object* user, Object* target, int skill)
{
UseSkillOnHookResult hookResult = scriptHooks_UseSkillOn(&user, target, skill);
if (!hookResult.shouldContinue) {
@@ -1907,7 +1907,7 @@ int _talk_to(Object* _, Object* critter)
}
// 0x413494
void actionDamage(int tile, int elevation, int minDamage, int maxDamage, DamageType damageType, bool animated, bool bypassArmor)
void actionDamage(int tile, int elevation, int minDamage, int maxDamage, int damageType, bool animated, bool bypassArmor)
{
Attack* attack = (Attack*)internal_malloc(sizeof(*attack));
if (attack == nullptr) {
@@ -1988,7 +1988,7 @@ int _report_dmg(Attack* attack, Object* _)
// Calculate damage by applying threshold and resistances.
//
// 0x413660
int _compute_dmg_damage(int min, int max, Object* obj, int* knockbackDistancePtr, DamageType damageType)
int _compute_dmg_damage(int min, int max, Object* obj, int* knockbackDistancePtr, int damageType)
{
if (!critterFlagCheck(obj->pid, CRITTER_NO_KNOCKBACK)) {
knockbackDistancePtr = nullptr;
+3 -5
View File
@@ -3,8 +3,6 @@
#include "combat_defs.h"
#include "obj_types.h"
#include "proto_types.h"
#include "skill_defs.h"
namespace fallout {
@@ -15,14 +13,14 @@ int _action_use_an_item_on_object(Object* user, Object* targetObj, Object* item)
int _action_use_an_object(Object* user, Object* targetObj);
int actionPickUp(Object* critter, Object* item);
int actionLootCritter(Object* critter, Object* target);
int _action_skill_use(Skill skill);
int actionUseSkill(Object* user, Object* target, Skill skill);
int _action_skill_use(int skill);
int actionUseSkill(Object* user, Object* target, int skill);
bool _is_hit_from_front(const Object* attacker, const Object* defender);
bool _can_see(Object* source, Object* target);
bool _action_explode_running();
int actionExplode(int tile, int elevation, int minDamage, int maxDamage, Object* sourceObj, bool animate);
int actionTalk(Object* obj, Object* critter);
void actionDamage(int tile, int elevation, int minDamage, int maxDamage, DamageType damageType, bool animated, bool bypassArmor);
void actionDamage(int tile, int elevation, int minDamage, int maxDamage, int damageType, bool animated, bool bypassArmor);
bool actionCheckPush(Object* obj, Object* target);
int actionPush(Object* obj, Object* target);
int _action_can_talk_to(Object* obj, Object* critter);
+2 -2
View File
@@ -1736,7 +1736,7 @@ static bool canUseDoor(Object* critter, Object* door)
return false;
}
BodyType bodyType = critterGetBodyType(critter);
int bodyType = critterGetBodyType(critter);
if (bodyType != BODY_TYPE_BIPED && bodyType != BODY_TYPE_ROBOTIC) {
return false;
}
@@ -3019,7 +3019,7 @@ int _check_move(int* actionPointsPtr)
if (isInCombat()) {
if (*actionPointsPtr != -1) {
if (gPressedPhysicalKeys[SDL_SCANCODE_RCTRL] || gPressedPhysicalKeys[SDL_SCANCODE_LCTRL]) {
HitMode hitMode;
int hitMode;
bool aiming;
interfaceGetCurrentHitMode(&hitMode, &aiming);
+1 -3
View File
@@ -1789,13 +1789,11 @@ void FrmImage::resetInternal()
bool FrmImage::setFrame(const Art* art, int frame, int direction)
{
unsigned char* data = artGetFrameData(art, frame, direction, &_width, &_height, nullptr, nullptr);
unsigned char* data = artGetFrameData(art, frame, direction, &_width, &_height, &_xOffset, &_yOffset);
if (data == nullptr) {
return false;
}
_xOffset = art->xOffsets[direction];
_yOffset = art->yOffsets[direction];
_data = data;
return true;
}
+172 -203
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File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -827,7 +827,7 @@ static bool characterSelectorWindowRenderStats()
y += vh; // blank line
// SKILLS
Skill skills[DEFAULT_TAGGED_SKILLS];
int skills[DEFAULT_TAGGED_SKILLS];
skillsGetTagged(skills, DEFAULT_TAGGED_SKILLS);
for (int index = 0; index < DEFAULT_TAGGED_SKILLS; index++) {
+181 -186
View File
File diff suppressed because it is too large Load Diff
+21 -21
View File
@@ -9,7 +9,7 @@
namespace fallout {
extern int _combatNumTurns;
extern CombatState gCombatState;
extern unsigned int gCombatState;
extern int _combat_free_move;
@@ -19,7 +19,7 @@ void combatExit();
int _find_cid(int a1, int a2, Object** a3, int a4);
int combatLoad(File* stream);
int combatSave(File* stream);
bool _combat_safety_invalidate_weapon(Object* attacker, Object* weapon, HitMode hitMode, Object* defender, int* safeDistancePtr);
bool _combat_safety_invalidate_weapon(Object* attacker, Object* weapon, int hitMode, Object* defender, int* safeDistancePtr);
bool _combatTestIncidentalHit(Object* attacker, Object* defender, Object* attackerFriend, Object* weapon);
Object* _combat_whose_turn();
void _combat_data_init(Object* obj);
@@ -34,19 +34,19 @@ void _combat_over_from_load();
void _combat_give_exps(int exp_points);
void _combat_turn_run();
void _combat(CombatStartData* csd);
void attackInit(Attack* attack, Object* attacker, Object* defender, HitMode hitMode, HitLocation hitLocation);
int _combat_attack(Object* attacker, Object* defender, HitMode hitMode, HitLocation hitLocation);
void attackInit(Attack* attack, Object* attacker, Object* defender, int hitMode, int hitLocation);
int _combat_attack(Object* attacker, Object* defender, int hitMode, int hitLocation);
int _combat_bullet_start(const Object* attacker, const Object* target);
void _compute_explosion_on_extras(Attack* attack, bool isFromAttacker, bool isGrenade, bool noDamage);
int _determine_to_hit(Object* a1, Object* a2, HitLocation hitLocation, HitMode hitMode);
int _determine_to_hit_no_range(Object* attacker, Object* defender, HitLocation hitLocation, HitMode hitMode, unsigned char* a5);
int _determine_to_hit_from_tile(Object* attacker, int tile, Object* defender, HitLocation hitLocation, HitMode hitMode);
int _determine_to_hit(Object* a1, Object* a2, int hitLocation, int hitMode);
int _determine_to_hit_no_range(Object* attacker, Object* defender, int hitLocation, int hitMode, unsigned char* a5);
int _determine_to_hit_from_tile(Object* attacker, int tile, Object* defender, int hitLocation, int hitMode);
void attackComputeDeathFlags(Attack* attack);
void _apply_damage(Attack* attack, bool animated);
void _combat_display(Attack* attack);
void _combat_anim_begin();
void _combat_anim_finished();
CombatBadShot _combat_check_bad_shot(Object* attacker, Object* defender, HitMode hitMode, bool aiming);
int _combat_check_bad_shot(Object* attacker, Object* defender, int hitMode, bool aiming);
bool _combat_to_hit(Object* target, int* accuracy);
void _combat_attack_this(Object* target);
void _combat_outline_on();
@@ -59,21 +59,21 @@ void _combat_delete_critter(Object* obj);
void _combatKillCritterOutsideCombat(Object* critter_obj, char* msg);
int combatGetTargetHighlight();
int criticalsGetValue(KillType killType, HitLocation hitLocation, CriticalEffect effect, CriticalHitDataMember dataMember);
void criticalsSetValue(KillType killType, HitLocation hitLocation, CriticalEffect effect, CriticalHitDataMember dataMember, int value);
void criticalsResetValue(KillType killType, HitLocation hitLocation, CriticalEffect effect, CriticalHitDataMember dataMember);
int criticalsGetValue(int killType, int hitLocation, int effect, int dataMember);
void criticalsSetValue(int killType, int hitLocation, int effect, int dataMember, int value);
void criticalsResetValue(int killType, int hitLocation, int effect, int dataMember);
bool criticalsNoTimeLimits();
int unarmedGetDamage(HitMode hitMode, int* minDamagePtr, int* maxDamagePtr);
int unarmedGetBonusCriticalChance(HitMode hitMode);
int unarmedGetActionPointCost(HitMode hitMode);
bool unarmedIsPenetrating(HitMode hitMode);
HitMode unarmedGetPunchHitMode(bool isSecondary);
HitMode unarmedGetKickHitMode(bool isSecondary);
bool unarmedIsPenetrating(HitMode hitMode);
int unarmedGetDamage(int hitMode, int* minDamagePtr, int* maxDamagePtr);
int unarmedGetBonusCriticalChance(int hitMode);
int unarmedGetActionPointCost(int hitMode);
bool unarmedIsPenetrating(int hitMode);
int unarmedGetPunchHitMode(bool isSecondary);
int unarmedGetKickHitMode(bool isSecondary);
bool unarmedIsPenetrating(int hitMode);
bool damageModGetBonusHthDamageFix();
bool damageModGetDisplayBonusDamage();
int combat_get_hit_location_penalty(HitLocation hitLocation);
void combat_set_hit_location_penalty(HitLocation hitLocation, int penalty);
int combat_get_hit_location_penalty(int hit_location);
void combat_set_hit_location_penalty(int hit_location, int penalty);
void combat_reset_hit_location_penalty();
Attack* combat_get_data();
@@ -82,7 +82,7 @@ static inline bool isInCombat()
return (gCombatState & COMBAT_STATE_IN_COMBAT) != 0;
}
static inline bool isUnarmedHitMode(HitMode hitMode)
static inline bool isUnarmedHitMode(int hitMode)
{
return hitMode == HIT_MODE_PUNCH
|| hitMode == HIT_MODE_KICK
+31 -28
View File
@@ -93,19 +93,19 @@ static Object* _ai_danger_source(Object* a1);
static bool aiHaveAmmo(Object* critter, Object* weapon, Object** ammoPtr);
static bool _caiHasWeapPrefType(AiPacket* ai, int attackType);
static Object* _ai_best_weapon(Object* a1, Object* a2, Object* a3, Object* a4);
static bool _ai_can_use_weapon(Object* critter, Object* weapon, HitMode hitMode);
static bool _ai_can_use_weapon(Object* critter, Object* weapon, int hitMode);
static bool aiCanUseItem(Object* obj, Object* a2);
static Object* _ai_search_environ(Object* critter, int itemType);
static Object* _ai_retrieve_object(Object* critter, Object* item);
static HitMode _ai_pick_hit_mode(Object* attacker, Object* weapon, Object* defender);
static int _ai_pick_hit_mode(Object* attacker, Object* weapon, Object* defender);
static int _ai_move_steps_closer(Object* a1, Object* a2, int actionPoints, bool taunt);
static int _ai_move_closer(Object* a1, Object* a2, bool taunt);
static int _cai_retargetTileFromFriendlyFire(Object* source, Object* target, int* tilePtr);
static int _cai_retargetTileFromFriendlyFireSubFunc(AiRetargetData* aiRetargetData, int tile);
static bool _cai_attackWouldIntersect(Object* attacker, Object* defender, Object* attackerFriend, int tile, int* distance);
static int _ai_switch_weapons(Object* a1, HitMode* hitMode, Object** weapon, Object* a4);
static HitLocation _ai_called_shot(Object* attacker, Object* defender, HitMode hitMode);
static int _ai_attack(Object* attacker, Object* defender, HitMode hitMode);
static int _ai_switch_weapons(Object* a1, int* hitMode, Object** weapon, Object* a4);
static int _ai_called_shot(Object* attacker, Object* defender, int hitMode);
static int _ai_attack(Object* attacker, Object* defender, int hitMode);
static int _ai_try_attack(Object* a1, Object* a2);
static int _cai_get_min_hp(AiPacket* ai);
static int _ai_print_msg(Object* critter, int type);
@@ -610,7 +610,7 @@ static int aiPacketRead(File* stream, AiPacket* ai)
if (fileReadInt32(stream, &(ai->miss.start)) == -1) return -1;
if (fileReadInt32(stream, &(ai->miss.end)) == -1) return -1;
for (int index = HIT_LOCATION_FIRST; index < HIT_LOCATION_SPECIFIC_COUNT; index++) {
for (int index = 0; index < HIT_LOCATION_SPECIFIC_COUNT; index++) {
AiMessageRange* range = &(ai->hit[index]);
if (fileReadInt32(stream, &(range->start)) == -1) return -1;
if (fileReadInt32(stream, &(range->end)) == -1) return -1;
@@ -654,7 +654,7 @@ static int aiPacketWrite(File* stream, AiPacket* ai)
if (fileWriteInt32(stream, ai->miss.start) == -1) return -1;
if (fileWriteInt32(stream, ai->miss.end) == -1) return -1;
for (int index = HIT_LOCATION_FIRST; index < HIT_LOCATION_SPECIFIC_COUNT; index++) {
for (int index = 0; index < HIT_LOCATION_SPECIFIC_COUNT; index++) {
AiMessageRange* range = &(ai->hit[index]);
if (fileWriteInt32(stream, range->start) == -1) return -1;
if (fileWriteInt32(stream, range->end) == -1) return -1;
@@ -1619,7 +1619,7 @@ static Object* _ai_danger_source(Object* a1)
// Check if we can attack it. No ammo and out of
// range are ok results, since we can reload weapon
// move closer if necessary.
CombatBadShot badShot = _combat_check_bad_shot(a1, critter, HIT_MODE_RIGHT_WEAPON_PRIMARY, false);
int badShot = _combat_check_bad_shot(a1, critter, HIT_MODE_RIGHT_WEAPON_PRIMARY, false);
if (badShot != COMBAT_BAD_SHOT_OK
&& badShot != COMBAT_BAD_SHOT_NO_AMMO
&& badShot != COMBAT_BAD_SHOT_OUT_OF_RANGE) {
@@ -1975,13 +1975,13 @@ static Object* _ai_best_weapon(Object* attacker, Object* weapon1, Object* weapon
}
// 0x4298EC
static bool _ai_can_use_weapon(Object* critter, Object* weapon, HitMode hitMode)
static bool _ai_can_use_weapon(Object* critter, Object* weapon, int hitMode)
{
bool result = critterCanUseWeapon(critter, weapon, hitMode);
AiPacket* ai = aiGetPacket(critter);
if (result) {
Skill skill = weaponGetSkillForHitMode(weapon, hitMode);
int skill = weaponGetSkillForHitMode(weapon, hitMode);
if (skillGetValue(critter, skill) < ai->min_to_hit) {
result = false;
}
@@ -1998,7 +1998,7 @@ static bool _ai_can_use_weapon(Object* critter, Object* weapon, HitMode hitMode)
// 0x4299A0
Object* _ai_search_inven_weap(Object* critter, bool checkRequiredActionPoints, Object* defender)
{
BodyType bodyType = critterGetBodyType(critter);
int bodyType = critterGetBodyType(critter);
if (bodyType != BODY_TYPE_BIPED
&& bodyType != BODY_TYPE_ROBOTIC
&& critter->pid != PROTO_ID_GORIS) {
@@ -2062,7 +2062,7 @@ Object* _ai_search_inven_armor(Object* critter)
if (armor != nullptr) {
armorScore = armorGetArmorClass(armor);
for (DamageType damageType = DAMAGE_TYPE_FIRST; damageType < DAMAGE_TYPE_COUNT; damageType++) {
for (int damageType = 0; damageType < DAMAGE_TYPE_COUNT; damageType++) {
armorScore += armorGetDamageResistance(armor, damageType);
armorScore += armorGetDamageThreshold(armor, damageType);
}
@@ -2081,7 +2081,7 @@ Object* _ai_search_inven_armor(Object* critter)
if (armor != candidate) {
int candidateScore = armorGetArmorClass(candidate);
for (DamageType damageType = DAMAGE_TYPE_FIRST; damageType < DAMAGE_TYPE_COUNT; damageType++) {
for (int damageType = 0; damageType < DAMAGE_TYPE_COUNT; damageType++) {
candidateScore += armorGetDamageResistance(candidate, damageType);
candidateScore += armorGetDamageThreshold(candidate, damageType);
}
@@ -2128,7 +2128,7 @@ static bool aiCanUseItem(Object* critter, Object* item)
return false;
}
KillType killType = critterGetKillType(critter);
int killType = critterGetKillType(critter);
if (killType != KILL_TYPE_MAN
&& killType != KILL_TYPE_WOMAN
&& killType != KILL_TYPE_SUPER_MUTANT
@@ -2260,7 +2260,7 @@ static Object* _ai_retrieve_object(Object* critter, Object* item)
}
// 0x429DB4
static HitMode _ai_pick_hit_mode(Object* attacker, Object* weapon, Object* defender)
static int _ai_pick_hit_mode(Object* attacker, Object* weapon, Object* defender)
{
if (weapon == nullptr) {
return HIT_MODE_PUNCH;
@@ -2302,19 +2302,19 @@ static HitMode _ai_pick_hit_mode(Object* attacker, Object* weapon, Object* defen
break;
case AREA_ATTACK_MODE_BE_SURE:
if (_determine_to_hit(attacker, defender, HIT_LOCATION_TORSO, HIT_MODE_RIGHT_WEAPON_SECONDARY) >= 85
&& !_combat_safety_invalidate_weapon(attacker, weapon, HIT_MODE_RIGHT_WEAPON_SECONDARY, defender, nullptr)) {
&& !_combat_safety_invalidate_weapon(attacker, weapon, 3, defender, nullptr)) {
useSecondaryMode = true;
}
break;
case AREA_ATTACK_MODE_BE_CAREFUL:
if (_determine_to_hit(attacker, defender, HIT_LOCATION_TORSO, HIT_MODE_RIGHT_WEAPON_SECONDARY) >= 50
&& !_combat_safety_invalidate_weapon(attacker, weapon, HIT_MODE_RIGHT_WEAPON_SECONDARY, defender, nullptr)) {
&& !_combat_safety_invalidate_weapon(attacker, weapon, 3, defender, nullptr)) {
useSecondaryMode = true;
}
break;
case AREA_ATTACK_MODE_BE_ABSOLUTELY_SURE:
if (_determine_to_hit(attacker, defender, HIT_LOCATION_TORSO, HIT_MODE_RIGHT_WEAPON_SECONDARY) >= 95
&& !_combat_safety_invalidate_weapon(attacker, weapon, HIT_MODE_RIGHT_WEAPON_SECONDARY, defender, nullptr)) {
&& !_combat_safety_invalidate_weapon(attacker, weapon, 3, defender, nullptr)) {
useSecondaryMode = true;
}
break;
@@ -2574,7 +2574,7 @@ static int _cai_retargetTileFromFriendlyFireSubFunc(AiRetargetData* aiRetargetDa
// 0x42A518
static bool _cai_attackWouldIntersect(Object* attacker, Object* defender, Object* attackerFriend, int tile, int* distance)
{
HitMode hitMode = HIT_MODE_RIGHT_WEAPON_PRIMARY;
int hitMode = HIT_MODE_RIGHT_WEAPON_PRIMARY;
bool aiming = false;
if (attacker == gDude) {
interfaceGetCurrentHitMode(&hitMode, &aiming);
@@ -2601,7 +2601,7 @@ static bool _cai_attackWouldIntersect(Object* attacker, Object* defender, Object
}
// 0x42A5B8
static int _ai_switch_weapons(Object* attacker, HitMode* hitMode, Object** weapon, Object* defender)
static int _ai_switch_weapons(Object* attacker, int* hitMode, Object** weapon, Object* defender)
{
*weapon = nullptr;
*hitMode = HIT_MODE_PUNCH;
@@ -2639,9 +2639,9 @@ static int _ai_switch_weapons(Object* attacker, HitMode* hitMode, Object** weapo
}
// 0x42A670
static HitLocation _ai_called_shot(Object* attacker, Object* defender, HitMode hitMode)
static int _ai_called_shot(Object* attacker, Object* defender, int hitMode)
{
HitLocation hitLocation = HIT_LOCATION_TORSO;
int hitLocation = HIT_LOCATION_TORSO;
if (weaponGetActionPointCost(attacker, hitMode, true) <= attacker->data.critter.combat.ap) {
if (critterCanAim(attacker, hitMode)) {
@@ -2661,8 +2661,8 @@ static HitLocation _ai_called_shot(Object* attacker, Object* defender, HitMode h
}
if (critterGetStat(attacker, STAT_INTELLIGENCE) >= intelligenceRequired) {
hitLocation = static_cast<HitLocation>(randomBetween(HIT_LOCATION_FIRST, HIT_LOCATION_SPECIFIC_COUNT));
int chanceToHit = _determine_to_hit(attacker, defender, hitLocation, hitMode);
hitLocation = randomBetween(0, HIT_LOCATION_SPECIFIC_COUNT);
int chanceToHit = _determine_to_hit(attacker, defender, hitMode, hitLocation);
if (chanceToHit < ai->min_to_hit) {
hitLocation = HIT_LOCATION_TORSO;
}
@@ -2675,7 +2675,7 @@ static HitLocation _ai_called_shot(Object* attacker, Object* defender, HitMode h
}
// 0x42A748
static int _ai_attack(Object* attacker, Object* defender, HitMode hitMode)
static int _ai_attack(Object* attacker, Object* defender, int hitMode)
{
if (attacker->data.critter.combat.maneuver & CRITTER_MANUEVER_FLEEING) {
return -1;
@@ -2686,7 +2686,7 @@ static int _ai_attack(Object* attacker, Object* defender, HitMode hitMode)
reg_anim_end();
_combat_turn_run();
HitLocation hitLocation = _ai_called_shot(attacker, defender, hitMode);
int hitLocation = _ai_called_shot(attacker, defender, hitMode);
if (_combat_attack(attacker, defender, hitMode, hitLocation)) {
return -1;
}
@@ -2709,7 +2709,7 @@ static int _ai_try_attack(Object* attacker, Object* defender)
weapon = nullptr;
}
HitMode hitMode = _ai_pick_hit_mode(attacker, weapon, defender);
int hitMode = _ai_pick_hit_mode(attacker, weapon, defender);
int minToHit = aiGetPacket(attacker)->min_to_hit;
int actionPoints = attacker->data.critter.combat.ap;
@@ -2736,7 +2736,7 @@ static int _ai_try_attack(Object* attacker, Object* defender)
break;
}
CombatBadShot reason = _combat_check_bad_shot(attacker, defender, hitMode, false);
int reason = _combat_check_bad_shot(attacker, defender, hitMode, false);
if (reason == COMBAT_BAD_SHOT_NO_AMMO) {
// If the secondary attack (for example, burst fire) does not have enough ammo,
// try the primary attack, which may have a lower ammo cost.
@@ -2821,6 +2821,9 @@ static int _ai_try_attack(Object* attacker, Object* defender)
}
}
} else if (reason == COMBAT_BAD_SHOT_NOT_ENOUGH_AP || reason == COMBAT_BAD_SHOT_ARM_CRIPPLED || reason == COMBAT_BAD_SHOT_BOTH_ARMS_CRIPPLED) {
// 3 - not enough action points
// 6 - crippled one arm for two-handed weapon
// 7 - both hands crippled
if (_ai_switch_weapons(attacker, &hitMode, &weapon, defender) == -1) {
return -1;
}
-1
View File
@@ -6,7 +6,6 @@
#include "db.h"
#include "obj_types.h"
#include "sfall_script_hooks.h"
#include "skill_defs.h"
namespace fallout {
+34 -119
View File
@@ -5,66 +5,20 @@
#define EXPLOSION_TARGET_COUNT (6)
#define CRTICIAL_EFFECT_COUNT (6)
#define WEAPON_CRITICAL_FAILURE_TYPE_COUNT (7)
#define WEAPON_CRITICAL_FAILURE_EFFECT_COUNT (5)
namespace fallout {
enum CriticalEffect : int {
CRITICAL_EFFECT_1 = 0,
CRITICAL_EFFECT_2 = 1,
CRITICAL_EFFECT_3 = 2,
CRITICAL_EFFECT_4 = 3,
CRITICAL_EFFECT_5 = 4,
CRITICAL_EFFECT_6 = 5,
CRITICAL_EFFECT_COUNT = 6,
CRITICAL_EFFECT_FIRST = CRITICAL_EFFECT_1
};
inline CriticalEffect operator++(CriticalEffect& e, int)
{
CriticalEffect result = e;
e = static_cast<CriticalEffect>(static_cast<int>(e) + 1);
return result;
}
inline static bool criticalEffectIsValid(int effect)
{
return effect >= CRITICAL_EFFECT_FIRST && effect < CRITICAL_EFFECT_COUNT;
}
enum CombatState : unsigned int {
COMBAT_STATE_OUT_COMBAT = 0x00,
typedef enum CombatState {
COMBAT_STATE_IN_COMBAT = 0x01,
COMBAT_STATE_PLAYER_TURN = 0x02,
COMBAT_STATE_EXIT_REQUESTED = 0x08,
};
} CombatState;
inline fallout::CombatState& operator&=(fallout::CombatState& lhs, unsigned int rhs)
{
lhs = static_cast<fallout::CombatState>(static_cast<unsigned int>(lhs) & rhs);
return lhs;
}
inline constexpr CombatState operator~(CombatState rhs)
{
return static_cast<CombatState>(~static_cast<unsigned int>(rhs));
}
inline CombatState& operator&=(CombatState& lhs, CombatState rhs)
{
lhs = static_cast<CombatState>(static_cast<unsigned int>(lhs) & static_cast<unsigned int>(rhs));
return lhs;
}
inline CombatState& operator|=(CombatState& lhs, CombatState rhs)
{
lhs = static_cast<CombatState>(static_cast<unsigned int>(lhs) | static_cast<unsigned int>(rhs));
return lhs;
}
enum HitMode : int {
HIT_MODE_INVALID = -1,
typedef enum HitMode {
HIT_MODE_LEFT_WEAPON_PRIMARY = 0,
HIT_MODE_LEFT_WEAPON_SECONDARY = 1,
HIT_MODE_RIGHT_WEAPON_PRIMARY = 2,
@@ -116,47 +70,21 @@ enum HitMode : int {
LAST_ADVANCED_KICK_HIT_MODE = HIT_MODE_PIERCING_KICK,
FIRST_ADVANCED_UNARMED_HIT_MODE = FIRST_ADVANCED_PUNCH_HIT_MODE,
LAST_ADVANCED_UNARMED_HIT_MODE = LAST_ADVANCED_KICK_HIT_MODE,
HIT_MODE_FIRST = HIT_MODE_LEFT_WEAPON_PRIMARY,
};
} HitMode;
inline static bool hitModeIsValid(int hitMode)
{
return hitMode >= HIT_MODE_FIRST && hitMode < HIT_MODE_COUNT;
}
inline HitMode operator++(HitMode& e, int)
{
HitMode result = e;
e = static_cast<HitMode>(static_cast<int>(e) + 1);
return result;
}
enum HitLocation : int {
HIT_LOCATION_HEAD = 0,
HIT_LOCATION_LEFT_ARM = 1,
HIT_LOCATION_RIGHT_ARM = 2,
HIT_LOCATION_TORSO = 3,
HIT_LOCATION_RIGHT_LEG = 4,
HIT_LOCATION_LEFT_LEG = 5,
HIT_LOCATION_EYES = 6,
HIT_LOCATION_GROIN = 7,
HIT_LOCATION_UNCALLED = 8,
HIT_LOCATION_COUNT = 9,
typedef enum HitLocation {
HIT_LOCATION_HEAD,
HIT_LOCATION_LEFT_ARM,
HIT_LOCATION_RIGHT_ARM,
HIT_LOCATION_TORSO,
HIT_LOCATION_RIGHT_LEG,
HIT_LOCATION_LEFT_LEG,
HIT_LOCATION_EYES,
HIT_LOCATION_GROIN,
HIT_LOCATION_UNCALLED,
HIT_LOCATION_COUNT,
HIT_LOCATION_SPECIFIC_COUNT = HIT_LOCATION_COUNT - 1,
HIT_LOCATION_FIRST = HIT_LOCATION_HEAD,
};
inline static bool hitLocationIsValid(int hitLocation)
{
return hitLocation >= HIT_LOCATION_FIRST && hitLocation < HIT_LOCATION_COUNT;
}
inline HitLocation operator++(HitLocation& e, int)
{
HitLocation result = e;
e = static_cast<HitLocation>(static_cast<int>(e) + 1);
return result;
}
} HitLocation;
typedef struct CombatStartData {
Object* attacker;
@@ -173,16 +101,16 @@ typedef struct CombatStartData {
typedef struct Attack {
Object* attacker;
HitMode hitMode;
int hitMode;
Object* weapon;
HitLocation attackHitLocation; // UNUSED?
int attackHitLocation; // UNUSED?
int attackerDamage;
int attackerFlags;
int ammoQuantity;
int criticalMessageId;
Object* defender;
int tile;
HitLocation defenderHitLocation;
int defenderHitLocation;
int defenderDamage;
int defenderFlags;
int defenderKnockback;
@@ -195,29 +123,16 @@ typedef struct Attack {
int extrasKnockback[EXPLOSION_TARGET_COUNT];
} Attack;
enum CriticalHitDataMember : int {
CRIT_DATA_MEMBER_DAMAGE_MULTIPLIER = 0,
CRIT_DATA_MEMBER_FLAGS = 1,
CRIT_DATA_MEMBER_MASSIVE_CRITICAL_STAT = 2,
CRIT_DATA_MEMBER_MASSIVE_CRITICAL_STAT_MODIFIER = 3,
CRIT_DATA_MEMBER_MASSIVE_CRITICAL_FLAGS = 4,
CRIT_DATA_MEMBER_MESSAGE_ID = 5,
CRIT_DATA_MEMBER_MASSIVE_CRITICAL_MESSAGE_ID = 6,
CRIT_DATA_MEMBER_COUNT = 7,
CRIT_DATA_MEMBER_FIRST = CRIT_DATA_MEMBER_DAMAGE_MULTIPLIER,
};
inline static bool criticalHitDataMemberIsValid(int criticalHitDataMember)
{
return criticalHitDataMember >= CRIT_DATA_MEMBER_FIRST && criticalHitDataMember < CRIT_DATA_MEMBER_COUNT;
}
inline CriticalHitDataMember operator++(CriticalHitDataMember& e, int)
{
CriticalHitDataMember result = e;
e = static_cast<CriticalHitDataMember>(static_cast<int>(e) + 1);
return result;
}
typedef enum CriticalHitDescriptionDataMember {
CRIT_DATA_MEMBER_DAMAGE_MULTIPLIER,
CRIT_DATA_MEMBER_FLAGS,
CRIT_DATA_MEMBER_MASSIVE_CRITICAL_STAT,
CRIT_DATA_MEMBER_MASSIVE_CRITICAL_STAT_MODIFIER,
CRIT_DATA_MEMBER_MASSIVE_CRITICAL_FLAGS,
CRIT_DATA_MEMBER_MESSAGE_ID,
CRIT_DATA_MEMBER_MASSIVE_CRITICAL_MESSAGE_ID,
CRIT_DATA_MEMBER_COUNT,
} CriticalHitDescriptionDataMember;
// Provides metadata about critical hit effect.
typedef union CriticalHitDescription {
@@ -245,7 +160,7 @@ typedef union CriticalHitDescription {
int values[CRIT_DATA_MEMBER_COUNT];
} CriticalHitDescription;
enum CombatBadShot : int {
typedef enum CombatBadShot {
COMBAT_BAD_SHOT_OK = 0,
COMBAT_BAD_SHOT_NO_AMMO = 1,
COMBAT_BAD_SHOT_OUT_OF_RANGE = 2,
@@ -253,8 +168,8 @@ enum CombatBadShot : int {
COMBAT_BAD_SHOT_ALREADY_DEAD = 4,
COMBAT_BAD_SHOT_AIM_BLOCKED = 5,
COMBAT_BAD_SHOT_ARM_CRIPPLED = 6,
COMBAT_BAD_SHOT_BOTH_ARMS_CRIPPLED = 7
};
COMBAT_BAD_SHOT_BOTH_ARMS_CRIPPLED = 7,
} CombatBadShot;
} // namespace fallout
+15 -32
View File
@@ -17,7 +17,7 @@
namespace fallout {
#define CONFIG_FILE_MAX_LINE_LENGTH (2048)
#define CONFIG_FILE_MAX_LINE_LENGTH (1024)
// The initial number of sections (or key-value) pairs in the config.
#define CONFIG_INITIAL_CAPACITY (10)
@@ -32,10 +32,9 @@ struct CaseInsensitiveLess {
typedef std::set<std::string, CaseInsensitiveLess> StringSet;
static bool configParseLine(Config* config, char* string);
static bool configParseKeyValue(char* string, std::string& key, std::string& value);
static bool configParseKeyValue(char* string, char* key, char* value);
static bool configEnsureSectionExists(Config* config, const char* sectionKey);
static bool configTrimString(char* string);
static std::string configGetTrimmedString(const char* string);
static bool configWriteDb(Config* config, const char* filePath);
static bool configWriteStandard(Config* config, const char* filePath);
@@ -121,10 +120,10 @@ bool configParseCommandLineArguments(Config* config, int argc, char** argv)
*pch = '\0';
std::string key;
std::string value;
char key[260];
char value[260];
if (configParseKeyValue(pch + 1, key, value)) {
if (!configSetString(config, sectionKey, key.c_str(), value.c_str())) {
if (!configSetString(config, sectionKey, key, value)) {
*pch = ']';
return false;
}
@@ -684,13 +683,13 @@ static bool configParseLine(Config* config, char* string)
}
}
std::string key;
std::string value;
char key[260];
char value[260];
if (!configParseKeyValue(string, key, value)) {
return false;
}
return configSetString(config, gConfigLastSectionKey, key.c_str(), value.c_str());
return configSetString(config, gConfigLastSectionKey, key, value);
}
// Splits "key=value" pair from [string] and copy appropriate parts into [key]
@@ -699,9 +698,9 @@ static bool configParseLine(Config* config, char* string)
// Both key and value are trimmed.
//
// 0x42C594
static bool configParseKeyValue(char* string, std::string& key, std::string& value)
static bool configParseKeyValue(char* string, char* key, char* value)
{
if (string == nullptr) {
if (string == nullptr || key == nullptr || value == nullptr) {
return false;
}
@@ -713,11 +712,14 @@ static bool configParseKeyValue(char* string, std::string& key, std::string& val
*pch = '\0';
key = configGetTrimmedString(string);
value = configGetTrimmedString(pch + 1);
strcpy(key, string);
strcpy(value, pch + 1);
*pch = '=';
configTrimString(key);
configTrimString(value);
return true;
}
@@ -789,25 +791,6 @@ static bool configTrimString(char* string)
return true;
}
static std::string configGetTrimmedString(const char* string)
{
if (string == nullptr) {
return std::string();
}
const char* start = string;
while (isspace(static_cast<unsigned char>(*start))) {
start++;
}
const char* end = start + strlen(start);
while (end > start && isspace(static_cast<unsigned char>(*(end - 1)))) {
end--;
}
return std::string(start, end);
}
// 0x42C718
bool configGetDouble(Config* config, const char* sectionKey, const char* key, double* valuePtr)
{
-1
View File
@@ -8,7 +8,6 @@ namespace fallout {
#define CONTENT_CONFIG_START_SECTION "start"
#define CONTENT_CONFIG_KARMA_SECTION "karma"
#define CONTENT_CONFIG_ITEMS_SECTION "items"
#define CONTENT_CONFIG_MAPS_SECTION "maps"
#define CONTENT_CONFIG_DIALOG_SECTION "dialog"
#define CONTENT_CONFIG_MAIN_MENU_SECTION "main_menu"
#define CONTENT_CONFIG_MOVIES_SECTION "movies"

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