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Author SHA1 Message Date
Mike Klaas d4bb81a919 fix windows 2026-04-19 14:59:51 -07:00
github-actions[bot] 7ea5265a01 chore: auto-format with clang-format 2026-04-19 21:50:37 +00:00
Mike Klaas 649d255ca2 cleanup 2026-04-19 14:48:33 -07:00
Mike Klaas 64af575bdf WIP 2026-04-19 14:07:07 -07:00
Mike KlaasandClaude Sonnet 4.6 03d703b734 Fix FO1 worldmap: area names, starting position, and initial visibility
- wmGetAreaName/wmGetAreaIdxName: fall back to city->name (stripping
  the NN_ prefix) when map.msg lacks 1500+ entries as in FO1
- wmGenDataInit/wmGenDataReset: start near Vault 13 (823,72) instead
  of FO2's Military Base default (173,122) in FO1 mode
- wmAreaInit: mark all start_state=On areas as visitedState=1 at init
  in FO1 mode; FO1 locations are known from game start unlike FO2

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 20:31:09 -07:00
Mike KlaasandClaude Sonnet 4.6 19dfece38e Make pip-boy always available in FO1 mode
wmMapPipboyActive() checks the MOVIE_VSUIT flag which is never set in
FO1, causing pipboyOpen() to show a "not wearing pipboy" error instead
of opening. FO1's Vault Dweller always has the pip-boy.

Set pipboy_available_at_game_start = true unconditionally in FO1 mode
so the check is bypassed.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 20:19:04 -07:00
Mike KlaasandClaude Sonnet 4.6 7c361af576 Fix aiSave/aiLoad aborting on missing proto for FO1 party member pids
FO1's party.txt (from fo1_shims) contains FO2 NPC pids whose protos
don't exist in FO1's DAT archive. protoGetProto() fails for these,
causing aiSave/aiLoad to return -1 and abort the save/load.

Change return -1 to continue so unresolvable party member pids are
silently skipped, matching the intent of the existing pid == -2 guard.

TODO: same root cause as loadsave — replace party.txt with FO1-only pids.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 20:18:59 -07:00
Mike KlaasandClaude Sonnet 4.6 0dc93bab88 Fix save/load proto copy skipping empty _proto_list_str paths (FO1)
fo1_shims/data/party.txt contains FO2 NPC pids absent from FO1's
critters.lst. _proto_list_str() returns 0 with an empty path for those
entries; the resulting directory-only path (e.g. "proto/critters/")
passes compat_access() and then causes fileCopyCompressed() or
_gzdecompress_file() to fail trying to open a directory.

Guard both _GameMap2Slot and _SlotMap2Game to skip any entry where
_proto_list_str() returns an empty path.

TODO: replace fo1_shims party.txt with a minimal FO1-only version and
remove these guards.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 20:18:54 -07:00
Mike KlaasandClaude Sonnet 4.6 64bb2af1fd Skip global scripts in FO1 mode
FO1 had no global script system. The gl*.int pattern matches glowgen.int
from FO1's DATA/SCRIPTS, which then fails at script_action with 'can't
match program to sid' errors on every map load.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 18:49:07 -07:00
Mike KlaasandClaude Sonnet 4.6 cf56c0ecef Fix operator precedence bug in globalVarsRead
*variablesListPtr[N-1] was parsed as *(variablesListPtr[N-1]) due to []
having higher precedence than unary *. When N >= 2 this reads a garbage
pointer and crashes. FO1 maps have bare-integer GAM files (no = sign),
which triggered this path on every variable after the first.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 18:45:35 -07:00
Mike KlaasandClaude Sonnet 4.6 161d114306 Update project plan: FO1in2 findings and worldmap art shim progress
Document FO1in2 worldmap asset approach: extended INTRFACE.LST (508
entries), custom FO1 worldmap tiles and city art, reliance on FO2 UI
FRMs. Note worldmap fix as in-progress pending test.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 18:35:42 -07:00
Mike KlaasandClaude Sonnet 4.6 4823bd328f Fix save game failure when party member protos are in DAT archive (FO1)
_GameMap2Slot copies modified party member protos to the save slot.
In FO1, party member protos reside only in MASTER.DAT and are never
written to the patches directory, so fileCopyCompressed fails to open
the source. Skip protos that are absent from the physical filesystem
(they are unmodified and don't need to be saved).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 18:16:00 -07:00
Mike KlaasandClaude Sonnet 4.6 62f4dae07e Fix pip-boy crash when holodisk.txt is absent (FO1)
FO1 has no holodisks; holodiskInit() was returning -1 on missing
data\holodisk.txt, aborting pip-boy initialization. Treat missing
file as empty data (return 0) in FO1-compatible builds.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 18:10:05 -07:00
Mike KlaasandClaude Sonnet 4.6 f05831648b Update FO1 plan: add open problem tracker table and recent fixes
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 17:55:34 -07:00
Mike KlaasandClaude Sonnet 4.6 692cef5c98 Fix combat AI crash: make ai.txt *_end fields optional for FO1
FO1's ai.txt only has *_start and last_msg fields; FO2 has explicit
*_end fields. CE bailed on the first missing *_end, leaving gAiPackets
freed but non-null, then aiGetPacketByNum() returned the dangling
pointer causing a strlen crash in _combatai_msg via debugPrint.

Make all *_end fields optional: fall back to the next *_start (FO1-CE
convention where each *_start doubles as the inclusive end of the
preceding range). For hit_groin_end, read last_msg and store last_msg-1
so the existing ++ yields last_msg as the inclusive upper bound.

FO2 is unaffected: its ai.txt always supplies explicit *_end values.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 17:55:08 -07:00
Mike KlaasandClaude Sonnet 4.6 d68790a096 Fix FO1 player art and character editor init
- art.cc: when hmwarr is absent from FO1's CRITTERS.LST, alias tribal
  slots to jumpsuit so _art_vault_guy_num resolves to hmjmps instead
  of critter index 0
- character_editor.cc: treat missing karmavar.txt / genrep.txt as empty
  (return 0) rather than fatal so the character editor opens in FO1 mode

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 17:50:30 -07:00
Mike Klaas 97cd20d21e Fix FO1 direct launch datafile fallback 2026-04-17 16:41:16 -07:00
Mike Klaas f4bb72b9e8 Add FO1 credits and quotes text shims 2026-04-17 16:27:12 -07:00
Mike Klaas f56a96ec9c Add FO1 enddeath shim from FO1in2 2026-04-17 16:15:20 -07:00
Mike Klaas 2504c64735 Add FO1 party shim from FO1in2 2026-04-17 16:08:01 -07:00
Mike Klaas 8a14b2b3ed Add FO1 city shim from FO1in2 2026-04-17 16:06:42 -07:00
Mike Klaas bdf5d253ba Add FO1 maps shim and restore worldmap map lookups 2026-04-17 16:05:18 -07:00
Mike Klaas 9d2462ef44 Use FO1in2 worldmap shim and skip missing FO1 map lookups 2026-04-17 15:33:01 -07:00
Mike Klaas be9169b234 Update FO1 plan progress with shim commit hash 2026-04-17 15:22:34 -07:00
Mike Klaas aa54707d60 Load FO1 worldmap shim asset from fo1_shims 2026-04-17 15:22:19 -07:00
Mike Klaas 61947f5fb9 Allow FO1 startup without enddeath.txt 2026-04-17 15:11:51 -07:00
Mike Klaas cead52bbd1 Add minimal FO1 worldmap fallback when worldmap.txt is missing 2026-04-17 15:11:42 -07:00
Mike Klaas f80a61d359 Update FO1 plan with ASan workflow and latest progress 2026-04-17 15:07:12 -07:00
Mike Klaas 34b3232422 Fail gracefully when FO1 worldmap.txt is missing 2026-04-17 15:05:34 -07:00
Mike Klaas a323a1292c Add FO1 fallback perk strings for proto init 2026-04-17 15:03:04 -07:00
Mike Klaas cf6b3e75f3 Use fallout2.cfg and f2_res.ini in FO1 mode 2026-04-17 14:59:30 -07:00
Mike Klaas a1dafba37a Update FO1 original-assets plan with progress status 2026-04-17 14:56:46 -07:00
Mike Klaas f264827cd6 Add Fallout 1 DAT backend and dfile integration 2026-04-17 14:53:33 -07:00
Mike Klaas 544eb92d8e Log missing datafile alerts to debug output 2026-04-17 14:51:01 -07:00
Mike Klaas 1e9b81dd17 Resolve config and data paths from install root 2026-04-17 14:47:03 -07:00
Mike Klaas b5c420274f Add FO1/FO2 variant startup and config policy 2026-04-17 14:42:34 -07:00
Mike Klaas 1a77361231 Implement HOOK_MOUSECLICK (#383)
Tested in all major UI modes (worldmap, inven, dialog, pipboy, &c.)
2026-04-17 08:54:22 -07:00
Mike Klaas ed2db51afd Implement gdialog_get_barter_mod (#385)
* Implement `gdialog_get_barter_mod`

Used by Et tu
2026-04-17 08:37:34 -07:00
Vlad K 53ff2293a1 Feature/sfall config move prefs (#381)
* ddraw.ini: moved all settings considered "player preference" into fallout2.cfg

* Update docs and config files

* Simplify docs

* Review fixes
2026-04-17 09:26:39 +00:00
Mike Klaas c4e722612f Match obj_is_openable semantics with Sfall (#382)
* Match `obj_is_openable` semantic with Sfall

Sfall implements this in the opcode: https://github.com/sfall-team/sfall/blob/master/sfall/FalloutEngine/EngineUtils.cpp#L232

This is also called in `objectOpenClose` to early exit when not openable, so I think it make sense to include in the engine-level check

* typo
2026-04-16 21:09:10 -07:00
Mike Klaas 8f3ccca71b Implement several trivial opcodes (#380)
* Implement several trivial opcodes

* get/set_combat_free_move
* item_weight
* obj_is_openable
* get/set_critter_current_ap
2026-04-16 09:20:56 -07:00
Mike Klaas 386b6c26c7 Implement HOOK_CALCAPCOST (#376)
* Implement HOOK_CALCAPCOST

An opcode a day keeps the stimpak away.

https://sfall-team.github.io/sfall/hook-types/#calcapcost

Same as Sfall, but also calls the hook on game load to display the correct AP cost on load.

Also fix a minor bug where the attack mode of the current hand sometimes leaked when loading a save game.  Normally attack mode (burst/reload/&c) isn't saved.  But if you are in aimed mode (say), and load a game with the same weapon equipped, the attack mode will persist.  This is pretty weird, so changed it to always be in the default mode when loading a save.

* test script

* PR comments

* doc tweaks
2026-04-16 05:18:12 +00:00
Vlad KandCopilot 51b0c3c8c0 Feature/cfg keep comments and order (#375)
* Retain key&sections comments when overwriting fallout2.cfg

- Vibe coded with human review and testing

* Fix anim_speed key name

* Revert comment removal by Gemini

* Handle final remove/rename failures

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Fix edge case when filePath is near MAX_PATH

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Remove dead weight

* Vibe coded bug fixes and new write flag

* Comment for config flags

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2026-04-15 21:14:00 +00:00
Mike Klaas 00a05e5279 get_outline and get_light_level (#379)
These are trivial.  I have a testing script but I don't think it's worth checking in.

(Used by FO2Tweaks)
2026-04-15 12:52:29 -07:00
Mike Klaas a65a426e27 Implement HOOK_WITHINPERCEPTION (#374)
* Implement HOOK_WITHIN_PERCEPTION

Another Et tu hook
2026-04-14 16:55:13 +00:00
Mike Klaasandgithub-actions[bot] a697f0b868 Fix garbled splash screen when SkipOpeningMovies=1 (#372)
* Fix garbled splash screen when `SkipOpeningMovies=1`

If the splash screen is shown but movies are skipped, the main menu palette is applied to the splash screen for a split second, showing garbled colours.  This doesn't happen with movies since they clear the screen.

Fix is to force a black screen clear beforing fading in the main menu

* simplify

* chore: auto-format with clang-format

* Restore palette before load-list error dialog

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-04-13 20:17:15 -07:00
Vlad Kandgithub-actions[bot] 9e8eaa13f5 Settings registry refactoring (#371)
* Refactor settings save/load to use registry pattern

- Some AI work, needs review

* Fix player_speedup having incorrect cfg key, move config file names to cc, clang format code

* Missing for previous commit

* Remove config key aliases used only for registry, remove unused prefence names, some code cleanup after AI

* Move path normalization to settings.cc, skip mapper config outside of mapper,

* Simplify code by using template constructors

* Move ui_anim_speed to ui section

* chore: auto-format with clang-format

* Build fix attempt

* Format

* Compile fix attempt 2

* chore: auto-format with clang-format

* Code review fixes

* Init debug mode ASAP, log setting clamping, remove unused sound settings

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-04-14 00:43:41 +02:00
Vlad KandCopilot 14839db4f9 Set DPI Awareness hint on windows (#370)
* Set DPI Awareness hint on windows

* Windows specific hint must be used only on WIN32

* Check for SDL_HINT_WINDOWS_DPI_AWARENESS

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2026-04-13 00:41:33 +02:00
Mike Klaas e1f5f83ebd Fix strange mouse behaviour in windowed mode when scale>=2 (#369)
* Fix windowed mouse coordinate handling
2026-04-12 10:52:51 -07:00
Vlad K 6e6f82414e Update readme to reflect f2_res.ini migration, add fallout2.cfg to files (#368)
* Update readme to reflect f2_res.ini migration, add fallout2.cfg to files

* Better defaults, valid example resolution, explain scaling
2026-04-11 22:37:22 +02:00
Mike Klaas 6f0f68d5aa Fix crash when using op_pickup with global scripts (#366)
1 isn't valid return value here. 0 is success, -1 is failure.  Verified against original assembly and dozens of other examples.
2026-04-10 07:53:46 -07:00
Mike Klaas 141c67575f Update PR template to remove formatting instructions (#365)
(Auto-format takes care of this)
2026-04-10 07:53:30 -07:00
Mike Klaas a7a7f0b63c Implement sfall signal_close_game (#364)
* Implement sfall `signal_close_game`

Used by Et tu, but might be useful for LLMs too to quit the game after running a test case.

Also added enum for `_user_wants_to_quit`, and did minor reformatting of SFALL_COMPATIBILITY.md
2026-04-10 05:07:43 +00:00
f1d436b144 Move all HRP settings to fallout2.cfg (#345)
* Moved f2_res.ini settings into regular game config

* Rename resolution fields

* chore: auto-format with clang-format

* Code review fixes

* chore: auto-format with clang-format

* One-time migration of f2_res.ini to fallout2.cfg (#350)

* One-time migration of f2_res.ini to fallout2.cfg

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Mike Klaas <mike.klaas@gmail.com>
2026-04-10 00:40:33 +02:00
Mike Klaas 5939e41da6 Fix crash when global scripts are called reentrantly (#363)
Saw a crash while testing gl_ShowLootWeight.  The issue was that the script uses `repeat(1)`, and we tried to spawn it again while it was running.

The fix is to check if the program is already running, using the same logic as the game does when running scripts.

This doesn't happen with Sfall since its global script implementation is more integrated with the interpreter.  This does point to likely other subtle differences that might matter.
2026-04-09 08:14:03 -07:00
Mike Klaas 7079da6e90 Sfall-style Context for metarules (#354) 2026-04-08 21:15:15 -07:00
Mike Klaas 1680e885f2 Implement obj_is_carrying_obj Sfall opcode (#362)
Note: does not include the sfall fix to fix stack counts
2026-04-08 20:52:02 -07:00
Mike Klaas b31737d4f7 Update vendored Android SDL library (#358)
* Add Android SDL Java sync guard

* Harden Android SDL Java sync guard

* Sync Android SDL Java bindings

* update to sdk24 (2016) to support newer SDL
2026-04-08 11:57:52 -07:00
Mike Klaas 270f974926 Deobfuscation pass for interpreter.cc/h (#360)
* Deobfuscation pass for interpreter.cc/h

Almost entirely mechanical renaming, with very minor semantic changes:
* changed a couple globals to `static` which were only in this file
* changed a couple bool-like ints to bool
* started adding `const` to local vars
2026-04-07 23:08:20 -07:00
Mike Klaas 92cc37560a Fix list_as_array(LIST_CRITTERS) returning objects with pid=-1 (#359)
* Fix `list_as_array(LIST_CRITTERS)` returning objects with pid=-1

When using gl_highlighting, I saw:

```
2026-04-01 12:42:52.824 Fallout II Community Edition[34437:20111056] INFO: Current script: scripts\gl_highlighting.int, procedure ToggleHighlight
2026-04-01 12:42:52.950 Fallout II Community Edition[34437:20111056] INFO: Script Error: scripts\gl_highlighting.int: op_critter_state: obj is NULL
2026-04-01 12:42:52.950 Fallout II Community Edition[34437:20111056] INFO:
Error during execution: get_proto_data: bad proto -1
```

We missed checking that pidType < -1, so we indexed kObjectTypeToListType[-1] which is UB.  Either we were lucky and this OOB memory matched, or the compiler was getting cheeky.  This fixes the bug and stops the error.

* PR feedback
2026-04-06 22:24:49 -07:00
Mike Klaas 3abdbcb53b Fix Text Delay not saving in options (#357)
The original clamps to [1, 6], so this was just wrong.

Fixes #224
2026-04-05 08:59:30 -07:00
Mike Klaas b7cacdc6da Implement HOOK_COMBATTURN (#352) 2026-04-03 23:25:33 -07:00
Mike Klaas a98d9d6c26 Implement HOOK_INVENTORYMOVE (#351) 2026-04-03 22:08:25 -07:00
Mike Klaas 0a64cf4f6b Partially deobfuscate worldmap.cc (#349)
I did this as part of looking into `WorldMapSlots=21` support.  I don't fully understand that one yet, but this semantics preserving cleanup is worth committing
2026-04-04 04:23:14 +00:00
Mike Klaas b97c9864aa Fix global script loading on non-Windows (#347)
* Fix global script loading on non-Windows

Previously, global scripts in .dats and in local FS didn't work due to path separator confusion.

Now:
 * Hardcode global script path to "scripts\gl*.int" (windows separator)
 * Use Windows fpattern matching inside of dFile (.dats, which always use windows separators)
 * Use \-paths when listing found global scripts

The awkward part is having to vendor a copy of fpattern to force it to use "windows mode".  It's possible that we could use this everywhere since windows allows / as separator, but that could cause bugs where we're using fpattern on the native FS.  For now keeping the dFile implementation separate makes sense.
2026-04-01 20:20:57 -07:00
Vlad Kandgithub-actions[bot] 8d0009aa45 Nested array expressions (#346)
* Nested array expressions

* chore: auto-format with clang-format

* Code review fixes

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-03-31 20:18:38 +00:00
Vlad K 511d53a615 fix set_proto_data leftover value on stack in case of invalid args + use programPrintError (#344) 2026-03-31 17:03:50 +02:00
Mike Klaas f17dd19116 Fix parameter order in metarules set_flags and set_outline. (#341)
* Fix parameter order in metarules set_flags and set_outline.

Also fix missing return val in message_box error path
2026-03-30 08:35:35 -07:00
Mike Klaas c28c62727f Implement sfall animation opcodes and metarule (#326) 2026-03-30 08:24:57 -07:00
Mike Klaas b14f518714 Comment out hires_stencil debug logs (#339)
These are a bit too much when debugging other features.  Could make this controlled by a bool too if people prefer
2026-03-30 07:53:57 -07:00
Vlad K 6a0bed4433 Death Anim script hook + fall anim fix + related refactoring (#336)
* actions: refactor code around death anim selection

* add Death Anim hook from sfall

* AI review fixes

* Rename constants for force field PID/FID
2026-03-30 00:23:53 +02:00
Mike Klaas ce27eb55a1 Sfall compatibility tracker (#334)
The idea is that modders / contributors could track what is implemented, what is planned/unplanned, &c.  There's a risk that we won't keep it up to date, but I think it's a document that we'll need eventually.
2026-03-29 13:32:45 -07:00
Mike Klaas c240657d0d Fix two metarule argument popping order errors (#335)
* Fix two metarule argument popping order errors

Also, backfill all errorReturn and argument type validation for metarules
2026-03-29 13:26:34 -07:00
Vlad Kandgithub-actions[bot] 0a73abe67d Barter hook refactoring and Keypress hook repeat fix (#333)
* Barter hook refactor: weight compute in separate fn, names and comments for related vars, consistent value args

* Hook scripts: use initializer_list for defining args

* Keypress Hook: don't trigger on repeat, to match sfall

* chore: auto-format with clang-format

* Attempt to fix formatting after clang-format

* Don't use references for return values, for better readability

* chore: auto-format with clang-format

* Code review fixes

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-03-29 13:57:30 +02:00
Vlad K 54228248ef Add barter hook from sfall (#331)
* Add barter hook from sfall

* Code review fixes
2026-03-28 10:43:47 +01:00
Mike Klaas 4eba423399 Use GameMode::getCurrentGameMode() instead of custom game mode detection (#328)
* Use `GameMode::getCurrentGameMode()` instead of custom game mode detection
2026-03-28 00:41:33 -07:00
Mike Klaas de98136699 Implement sfall tile/path opcodes (#330)
* Implementation of tile and path opcodes
2026-03-27 22:58:29 -07:00
Mike Klaas b27b0f03fc Fix get_ini_setting (#329)
Previously it was returning `0` if the key is missing from the ini file, but the spec is to return -1: https://sfall-team.github.io/sfall/ini-settings/#get_ini_setting

Note that if the key _exists_, but is the value is empty (`key=`), sfall returns `0`.
2026-03-26 07:51:00 -07:00
Mike Klaas 9d6f86424e Implement sfall add_extra_message_file (#327)
https://sfall-team.github.io/sfall/sfall-funcx-macros/#add_extra_msg_file

For now we're choosing to not support the 2-arg form.  We could return `-1` if the script tries to do this, but if so and it doesn't check for an error, that's likely worse than just crashing at this point.  It's essentially an unimplemented opcode.
2026-03-25 21:19:35 -07:00
Mike Klaas bb65d8d32a sfall opcode refresh_pc_art (#324)
Needed for RPU
2026-03-24 05:30:08 +00:00
Mike Klaas c9139f762d Deobfuscate scripts.cc/h (#323)
* Deobfuscate `scripts.cc/h`

Mostly renaming, but also includes:
 * Some straightforward uninling
 * Function extraction of a pretty large chunk (elevators)
 * Simplification of the script loading loop

Tested manually
2026-03-22 04:25:46 +00:00
Mike Klaas beb3c537a4 Fix several compile warnings (#316)
* Fix several compile warnings

Main change is making display functions accept const char* instead of mutating their arguments.
2026-03-21 21:42:15 +00:00
NovaRain b71f1e7d18 Merge pull request #313 from NovaRain/wmenc_table_fix
Fix crash/glitched map when the encounter table has no available entries
2026-03-21 18:33:15 +08:00
Vlad K b7f2b32b92 Debug window size setting, start debug output earlier and log number of loaded mods (#321)
* Debug window size setting, start debug output earlier and log total number of mods loaded

* Code review fixes
2026-03-21 10:54:32 +01:00
Vlad K 75776e4b5b HOOK_COMBATDAMAGE (#322)
* HOOK_COMBATDAMAGE

* Fix compilation on 64bit systems

* Fix incorrect hit location var
2026-03-20 10:53:03 -07:00
Mike Klaas 5304823f8f Fix argument order in mapper: mapSetEnteringLocation (#315)
Mapper's call of this function uses the wrong order compared to all other uses

Fixes #294
2026-03-20 13:08:09 +01:00
Vlad K 5860ee2ffd Merge pull request #319 from fallout2-ce/feature/hook-ongamemodechange-rebase
Implement sfall HOOK_ONGAMEMODECHANGE
2026-03-20 11:23:44 +01:00
Mike Klaas 550e6f035a Implement sfall HOOK_ONGAMEMODECHANGE
Pretty straight forward one
2026-03-20 11:12:28 +01:00
Vlad Kandgithub-actions[bot] 26978dedc5 Hook scripts, related opcodes and some deobfuscation (#312)
* hooks: an empty cc and a list of hook types with useful comments

* Deobfuscate some script-related procedures and flags

* Script hooks WIP

* Interpreter: add programPrintError(), Program->procedureCount(), rename string-related functions

* ScriptHookCall refactoring and all basic hook script opcode implementation

* HOOK_KEYPRESS and first working hooks

* mf_obj_under_cursor + some test script

* HOOK_TOHIT

* chore: auto-format with clang-format

* Add hooks: useobj, useobjon

* chore: auto-format with clang-format

* opcode: get_sfall_args

* Code review fixes

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-03-20 11:08:49 +01:00
Mike Klaas 47434c4038 Starting game_dialogc/h deobfuscation (#307) 2026-03-18 22:50:11 -07:00
NovaRain 23e9eab72d Fix crash/glitched map when the encounter table has no available entries (#311) 2026-03-19 09:13:43 +08:00
Vlad K ed23b0f502 Fix crash when trying to run missing combat_p_proc and start is not the first in the script (#310) 2026-03-17 07:38:04 +00:00
Vlad K f0404596d0 Add fallout2.cfg->preferences->ui_anim_speed setting (#305)
* Use ui_anim_speed for fading, dialog panel, combat panel, pipboy rest
2026-03-17 08:33:16 +01:00
Vasilii Rogin 72da5eb879 Merge pull request #308 from fallout2-ce/fix/tile-from-screen-xy-signature
Remove unused elevation from tileFromScreenXY call sites
2026-03-16 22:14:21 +02:00
Vasilii Rogin e0384a37b5 Fix tileFromScreenXY signature cleanup 2026-03-16 18:18:02 +02:00
Vasilii Rogin c8cf50540f Merge pull request #304 from fallout2-ce/remove_unused_elevation_from_tileToScreenXY
Remove unused elevation in tileToScreenXY
2026-03-16 18:09:29 +02:00
Mike KlaasandCopilot Autofix powered by AI ebcd124ba4 Add a few more proto extendedFlags names (#306)
* Add a few more proto extendedFlags

Added a few names based on the list in fallout-tools: https://github.com/rotators/fallout-tools/blob/4a54255f3403e90cff8a20e657df152cb2602a65/F2_ProtoManager/ProtoManager/SetFlagsForm.Designer.vb#L883

Follow up to https://github.com/fallout2-ce/fallout2-ce/pull/301

* Potential fix for pull request finding

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

---------

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
2026-03-15 23:51:23 +00:00
Mike Klaas 07c55842b4 Enums for proto flags (#301) 2026-03-15 22:43:52 +00:00
Vasilii Rogin 7ad7c43ce6 Remove unused elevation in tileToScreenXY 2026-03-15 20:42:42 +02:00
Mike Klaas c352107b09 Dobfuscate region, game_sound, art (#300) 2026-03-14 22:05:30 -07:00
Mike Klaas b6bfcff9b3 Deobfuscate window_manager, inventory, string_parsers (#299)
Also fix bug in _adjust_fid
2026-03-14 04:45:16 +00:00
Mike Klaas 1df5841810 Update preferences window slider when +/- is pressed (#298)
* Update preferences window slider when +/- is pressed

* do not save brightness when in perferences window
2026-03-13 20:54:31 -07:00
Mike Klaas 98ff03c0b9 Deobfuscations of draw,endgame,interface,preferences (#297)
* Deobfuscations of draw,endgame,interface,preferences

This is _mostly_ mechanical renames.

There are a few other changes:
* Extracted two helper functions
* Added a couple constants that virtually eliminated "magic numbers" in a couple functions
* Switched one int -> bool
* Made sure interfaceGetCurrentHand() is compared against HAND_RIGHT/LEFT instead of treated as boolean

* comment dev by zero issues
2026-03-13 04:14:22 +00:00
Mike Klaas 404236c0cb Deobfuscate audio_file, character_selector, options, dictionary, map, elevator, movie.cc/h (#293)
* Debobfuscate audio_file, character_selector, options, and others

* dictionary, font_manager, nevs

* elevator, map, movie

* item, mp_proto, skill

* proto_instance

* proto, proto_types

* revert dictionary, step -> i

* PR feedback

* criticalChanceModifier -> skillBonus

* skillOrCritSuccessBonus
2026-03-09 05:14:20 +00:00
Mike Klaas 3cd817d4b5 Deobfuscate export,game_movie,random,select_file_list,widget and more (#292)
* Deobfuscate export,game_movie,random,select_file_list,widget

* add automap,cache,display_monitor,game_mouse,geometry,window_manager_pricate

* add static to forward-declared static functions for c++ tidiness
2026-03-01 09:23:04 -08:00
Mike Klaas e8d85dbdd8 Revert to original behaviour in window.cc window existence checks (#291)
revert to original behaviour in window.cc window existence checks

* flagging probably mistaken function
2026-02-28 16:39:56 -08:00
Mike Klaas 3633652884 Rename window* -> scriptWindow* (#288)
* Rename window* -> scriptWindow*

This disambiguates the function names from those in managed_window.cc (which also used window*)

Plus a few items of PR feedback from https://github.com/fallout2-ce/fallout2-ce/pull/286
2026-02-27 05:05:49 +00:00
Mike Klaas e86dce3266 more deobfuscation (#286)
Deobfuscation of several files that were close to complete. There are mechanical renames for the most part. A couple exceptions noted in the changeset
2026-02-22 21:55:37 -08:00
a738c38a81 Function renaming part 2 (#285)
* Rename functions with RE-based names for consistency with new scheme

* Rename sub_* that have equivalents in original source

sub_* names pulled from https://raw.githubusercontent.com/sfall-team/sfall/master/sfall/FalloutEngine/FunctionOffsets_def.h if possible

Per discussion in Discord, sticking with camelCase names

* build fix

* window*

* Rename several more window* functions, add explanatory comment

---------

Co-authored-by: phobos2077 <phobos2077@gmail.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Vlad K <phobos2077@users.noreply.github.com>
2026-02-22 16:58:01 +00:00
Vlad Kandgithub-actions[bot] be4569315f Function naming consistency, part 1 (#284)
* Rename functions with RE-based names for consistency with new scheme

* chore: auto-format with clang-format

* Fix typo

* critterHealByHours - better comment

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-02-22 17:47:45 +01:00
Mike Klaas a2505f8412 Deobfuscate audio/critter/heap.cc (#282)
Mechanical renames only
2026-02-17 22:35:36 -08:00
Mike Klaas 018d3dd48b Deobfuscate datafile.cc/h (#281)
Also, removed unused functions from the .h file

This PR contains only mechanical renames
2026-02-17 22:35:05 -08:00
Vlad 41eafedf87 Fix release standard library used in debug config (#280)
* Fix release standard library used in debug config

* Github Actions: Update MSVC build tools version
2026-02-17 17:54:07 +01:00
Vasilii Rogin c914e62f44 Merge pull request #277 from ololoken/emscripten-mouse-touch
[emscripten] do not lock mouse; improve mobile browsers compatibility;
2026-02-17 10:23:20 +02:00
cambragol a478e24c8a Merge pull request #279 from fallout2-ce/context-menu-fix
Update game_mouse.cc to fix context menu
2026-01-31 09:19:39 +09:00
cambragol 2703af882c Update game_mouse.cc to fix context menu
Don't set mouse to new position, set it to the original click point.
2026-01-30 22:27:18 +09:00
Roman Turchin 36e8b90831 [emscripten] do not lock mouse; improve mobile browsers compatibility; 2026-01-27 13:24:20 +01:00
220 changed files with 22746 additions and 5243 deletions
-10
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@@ -17,15 +17,5 @@
- *Preview builds are not available for pull requests from forked repositories.* To enable preview builds, submit the PR from a branch within this repository.
- *Formatting issues? You have two options:*
1. **Fix formatting automatically** using the following Docker command: *(If you're using Windows, remove `--user $(id -u):$(id -g)`)*
```bash
docker run --rm \
-v $(pwd):/app --workdir /app \
--user $(id -u):$(id -g) silkeh/clang:18 \
bash -c 'find src -type f -name \*.cc -o -name \*.h | xargs clang-format -i'
```
2. **Skip formatting check** by adding the `skip-formatting` label to this PR.
--->
+4 -4
View File
@@ -328,16 +328,16 @@ jobs:
- name: Clone
uses: actions/checkout@v4
- name: Install Visual Studio 2019 Build Tools with v141_xp
- name: Install Visual Studio 2022 Build Tools with v141_xp
shell: cmd
run: |
choco install visualstudio2019buildtools -y --package-parameters="'--add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Component.VC.v141.x86.x64 --add Microsoft.VisualStudio.Component.VC.v141.xp --add Microsoft.VisualStudio.Component.VC.Tools.x86.x64 --add Microsoft.VisualStudio.Component.Windows10SDK.10240 --add Microsoft.VisualStudio.ComponentGroup.NativeDesktop.WinXP --add Microsoft.VisualStudio.Component.WinXP'"
choco install visualstudio2022buildtools -y --package-parameters="'--add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Component.VC.v141.x86.x64 --add Microsoft.VisualStudio.Component.VC.v141.xp --add Microsoft.VisualStudio.Component.VC.Tools.x86.x64 --add Microsoft.VisualStudio.Component.Windows10SDK.10240 --add Microsoft.VisualStudio.ComponentGroup.NativeDesktop.WinXP --add Microsoft.VisualStudio.Component.WinXP'"
- name: Cache cmake build
uses: actions/cache@v4
with:
path: out
key: windows-${{ matrix.arch }}-cmake-v101
key: windows-${{ matrix.arch }}-cmake-v102
- name: Configure
shell: cmd
@@ -432,4 +432,4 @@ jobs:
tag_name: continious
draft: false
prerelease: true
name: Fallout2-CE Continuous Build
name: Fallout2-CE Continuous Build
+22 -1
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@@ -98,10 +98,18 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/file_find.h"
"src/file_utils.cc"
"src/file_utils.h"
"src/fo1db/fo1_assoc.cc"
"src/fo1db/fo1_assoc.h"
"src/fo1db/fo1_db.cc"
"src/fo1db/fo1_db.h"
"src/fo1db/fo1_lzss.cc"
"src/fo1db/fo1_lzss.h"
"src/font_manager.cc"
"src/font_manager.h"
"src/game_config.cc"
"src/game_config.h"
"src/game_config_migration.cc"
"src/game_config_migration.h"
"src/game_dialog.cc"
"src/game_dialog.h"
"src/game_memory.cc"
@@ -112,6 +120,8 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/game_movie.h"
"src/game_sound.cc"
"src/game_sound.h"
"src/game_variant.cc"
"src/game_variant.h"
"src/game_vars.h"
"src/game.cc"
"src/game.h"
@@ -172,6 +182,8 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/obj_types.h"
"src/object.cc"
"src/object.h"
"src/opcode_context.cc"
"src/opcode_context.h"
"src/options.cc"
"src/options.h"
"src/palette.cc"
@@ -286,8 +298,11 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/sfall_metarules.h"
"src/sfall_opcodes.cc"
"src/sfall_opcodes.h"
"src/sfall_script_hooks.cc"
"src/sfall_arrays.cc"
"src/sfall_arrays.h"
"src/sfall_animation.cc"
"src/sfall_animation.h"
"src/sfall_callbacks.cc"
"src/sfall_callbacks.h"
"src/touch.cc"
@@ -315,10 +330,15 @@ if(WIN32)
)
endif()
if(MSVC)
target_compile_options(${EXECUTABLE_NAME} PRIVATE /EHsc)
endif()
if(WIN32)
target_link_libraries(${EXECUTABLE_NAME}
winmm
libcpmt
debug libcpmtd
optimized libcpmt
)
endif()
@@ -430,6 +450,7 @@ endif()
add_subdirectory("third_party/fpattern")
target_link_libraries(${EXECUTABLE_NAME} fpattern::fpattern)
target_link_libraries(${EXECUTABLE_NAME} fpattern_windows::fpattern_windows)
target_link_libraries(${EXECUTABLE_NAME} ${ZLIB_LIBRARIES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${ZLIB_INCLUDE_DIRS})
+2 -2
View File
@@ -28,7 +28,7 @@
"inherits": [
"windows-base"
],
"generator": "Visual Studio 16 2019",
"generator": "Visual Studio 17 2022",
"architecture": "Win32",
"cacheVariables": {
"CMAKE_GENERATOR_TOOLSET": "v141_xp",
@@ -42,7 +42,7 @@
"inherits": [
"windows-base"
],
"generator": "Visual Studio 16 2019",
"generator": "Visual Studio 17 2022",
"architecture": "x64",
"cacheVariables": {
"CMAKE_MSVC_RUNTIME_LIBRARY": "MultiThreaded$<$<CONFIG:Debug>:Debug>"
+20
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@@ -0,0 +1,20 @@
# Contributing
This file is currently a shell to be filled in over time. For now, it only captures project-specific maintenance notes that are easy to miss.
## Updating SDL
SDL is pinned for native builds in `third_party/sdl2/CMakeLists.txt`. Right now, Android also relies on checked-in Java bindings in `os/android/app/src/main/java/org/libsdl/app`, and those bindings must match the SDL version fetched by CMake.
When updating SDL:
1. Update the SDL tag in `third_party/sdl2/CMakeLists.txt`.
2. Run an Android build once so Gradle/CMake fetch the new SDL source tree.
3. Copy the Android Java bindings from the fetched SDL checkout into `os/android/app/src/main/java/org/libsdl/app`.
Source path pattern:
`os/android/app/.cxx/<Variant>/<Hash>/arm64-v8a/_deps/sdl2-src/android-project/app/src/main/java/org/libsdl/app`
4. Rebuild Android and confirm the SDL sync guard passes.
The Android build contains a guard in `os/android/app/build.gradle` that fails if the checked-in Java bindings drift from the fetched native SDL source.
This is a hack, not a good long-term setup. The Java bindings are still duplicated in the repo instead of being sourced from the same SDL tree as the native build. That should be improved so Android does not depend on a manual copy/sync step.
+20 -44
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@@ -84,7 +84,7 @@ $ mv app /Applications/Fallout2
### Browser
> **NOTE**: WebAssebly build with emscripten
> **NOTE**: WebAssembly build with emscripten
```
docker run --rm -v $(pwd):/src emscripten/emsdk:3.1.74 sh -c 'git config --global --add safe.directory "*" && mkdir -p build && cd build && emcmake cmake ../ -DCMAKE_TOOLCHAIN_FILE=../cmake/toolchain/Emscripten.cmake && emmake make'
```
@@ -96,59 +96,35 @@ The main configuration file is `fallout2.cfg`. There are several important setti
The `sound` folder (with `music` folder inside) might be located either in `data` folder, or be in the Fallout folder. Update `music_path1` setting to match your hierarchy, usually it's `data/sound/music/` or `sound/music/`. Make sure it matches your path exactly (so it might be `SOUND/MUSIC/` if you've installed Fallout from CD). Music files themselves (with `ACM` extension) should be all uppercased, regardless of `sound` and `music` folders.
The second configuration file is `f2_res.ini`. Use it to change game window size, enable/disable fullscreen mode and configure IFACE settings (the control bar at the bottom of the game screen).
Additional settings for screen resolution, UI customization, and map options are now integrated into the main `fallout2.cfg` file (previously part of `f2_res.ini` from Mash's HRP). When Fallout 2 CE starts, if it detects an existing `f2_res.ini` file, it automatically migrates these settings into `fallout2.cfg`. After migration, `fallout2.cfg` becomes the single source of truth for this configuration.
The following settings can be configured in `fallout2.cfg` under the `[screen]` and `[ui]` sections:
```ini
[MAIN]
SCR_WIDTH=1280
SCR_HEIGHT=720
WINDOWED=1 ; 0 = fullscreen
SCALE_2X=1 ; 0 = original scale, 1 = 2x - requires increasing the minimum resolution from 640x480 to 1280x960.
[screen]
resolution_x=1600 ; actual game window size (screen resolution), in pixels
resolution_y=1080
windowed=1 ; 0 = fullscreen
scale=2 ; 1 = original scale, 2 = 2x scale, etc. (e.g. at scale 2 and screen resolution 1920x1080, in-game resolution will be 960x540, thus every pixel is twice as wide and tall)
[IFACE]
; if IFACE_BAR_MODE=0 - the bottom of the map view window sits at the top of the IFACE Bar.
; if IFACE_BAR_MODE=1 - the bottom of the map view window extends to the base of the screen and is overlapped by the IFACE Bar.
IFACE_BAR_MODE=0
;if IFACE_BAR_SIDE_ART=0 - Black, No Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=1 - Metal (grey) look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=2 - Leather look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=3-6 - Alternative Metal look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=7 - Alternative Leather look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=8 - Metal (brown) look Iface-bar side art used.
IFACE_BAR_SIDE_ART=2
;if IFACE_BAR_SIDES_ORI=0 - Iface-bar side graphics extend from the Iface-Bar to the Screen edges.
;if IFACE_BAR_SIDES_ORI=1 - Iface-bar side graphics extend from the Screen edges to the Iface-Bar.
IFACE_BAR_SIDES_ORI=0
;This will increase the width of the interface bar expanding the area used to display text.
;if IFACE_BAR_WIDTH=640 - Interface bar will remain at it's original width.
;if IFACE_BAR_WIDTH=800 - Interface bar will use 800pix wide asset from f2_res.dat.
;IFACE_BAR_WIDTH=640
[STATIC_SCREENS]
;if SPLASH_SCRN_SIZE=0 - Splash screen shows at original size if it fits, otherwise scales down while preserving aspect ratio.
;if SPLASH_SCRN_SIZE=1 - Splash screen scales to fit the screen while preserving aspect ratio.
;if SPLASH_SCRN_SIZE=2 - Splash screen stretches to fill the entire screen.
SPLASH_SCRN_SIZE=0
[MAPS]
;if IGNORE_MAP_EDGES=0 - Hi-Res map scroll edges are enabled.
;if IGNORE_MAP_EDGES=1 - Hi-Res map scroll edges are ignored.
IGNORE_MAP_EDGES=0
[ui]
iface_bar_mode=0 ; 0 = interface bar below game window, 1 = interface bar overlaps game window
iface_bar_width=800 ; Width of interface bar (640 = original, 800 = extended)
iface_bar_side_art=2 ; Interface bar side art style (0=black, 1=metal grey, 2=leather, 3-8=alternative styles)
iface_bar_sides_ori=0 ; Side graphics orientation (0=extend from bar to edges, 1=extend from edges to bar)
splash_screen_size=1 ; Splash screen scaling (0=original size, 1=fit preserving aspect, 2=stretch to fill)
ignore_map_edges=0 ; Hi-res map scroll edges (0=enabled, 1=ignored)
```
Recommendations:
**Recommendations:**
- **Desktops**: Use any size you see fit.
- **Tablets**: Set these values to logical resolution of your device, for example iPad Pro 11 is 1668x2388 (pixels), but it's logical resolution is 834x1194 (points).
- **Mobile phones**: Set height to 480, calculate width according to your device screen (aspect) ratio, for example Samsung S21 is 20:9 device, so the width should be 480 * 20 / 9 = 1067.
In time this stuff will receive in-game interface, right now you have to do it manually. For a sample f2_res.ini configuration file, containing all currently working settings use this link: [f2_res.ini](https://raw.githubusercontent.com/fallout2-ce/fallout2-ce/refs/heads/mainmenu/files/f2_res.ini)
In time this stuff will receive in-game interface, right now you have to do it manually. To see all currently working fallout2.cfg settings, just run the game once and quit. It will be automatically updated with defaults for every supported setting.
*Note*: Use of the IFACE_BAR settings requires the `f2_res.dat` file, which contains graphical assets. Various versions are available, but one compatible with the above settings can be found here: [f2_res.dat](https://github.com/fallout2-ce/fallout2-ce/raw/refs/heads/main/files/f2_res.dat)
*Note*: use of the IFACE_BAR settings requires the f2_res.dat file, which contains graphical assets. Various versions are available, but one compatible with the above f2_res.ini be found here: [f2_res.dat](https://github.com/fallout2-ce/fallout2-ce/raw/refs/heads/mainmenu/files/f2_res.dat)
The third configuration file is `ddraw.ini` (part of Sfall). There are dozens of options that adjust or override engine behaviour and gameplay mechanics. This file is intended for modders and advanced users.
The second configuration file is `ddraw.ini` (part of Sfall). There are dozens of options that adjust or override engine behaviour and gameplay mechanics. This file is intended for modders and advanced users.
For a sample ddraw.ini configuration file, containing all currently working settings use this link: [ddraw.ini](https://raw.githubusercontent.com/fallout2-ce/fallout2-ce/refs/heads/main/files/ddraw.ini)
+124
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@@ -0,0 +1,124 @@
# Sfall Compatibility
This document tracks Fallout 2 CE compatibility with sfall. This is for modders who need to know which Sfall features work in CE.
For now, this covers opcodes/metarules, and hooks. In the future, it will include other ways of modifying the engine (like ini files), and other Sfall-specific behaviour.
## Settings (ddraw.ini → fallout2.cfg)
Some settings previously read from `ddraw.ini` have been moved into `fallout2.cfg`. The table below maps each setting to its new location. `HiResMode` had no effect in CE and has been removed.
| ddraw.ini section | ddraw.ini key | fallout2.cfg section | fallout2.cfg key |
| --- | --- | --- | --- |
| `Misc` | `SkipOpeningMovies` | `ui` | `skip_opening_movies` |
| `Misc` | `DisplayKarmaChanges` | `ui` | `display_karma_changes` |
| `Misc` | `DisplayBonusDamage` | `ui` | `display_bonus_damage` |
| `Misc` | `NumbersInDialogue` | `ui` | `numbers_in_dialogue` |
| `Misc` | `AutoQuickSave` | `ui` | `auto_quick_save` |
| `Main` | `EnableHighResolutionStencil` | `ui` | `enable_high_resolution_stencil` |
| `Misc` | `ConsoleOutputPath` | `debug` | `console_output_path` |
| `Misc` | `GaplessMusic` | `sound` | `gapless_music` |
| `Misc` | `ScreenshotsFormat` | `system` | `screenshots_format` |
| `Misc` | `UseWalkDistance` | `qol` | `use_walk_distance` |
| `Misc` | `AutoOpenDoors` | `qol` | `auto_open_doors` |
## Opcodes / Metarules
See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/) for documentation on specific functions.
| Group | Opcodes In Group | Compatibility | Notes |
| --- | --- | --- | --- |
| Direct memory access| read_byte,short,int,string<br>write_byte,short,int,string<br>call_offset_vX | đźš« | Not possible. Open an issue if you need functionality not covered by other opcodes. |
| Stats | get/set_pc_base_stat<br>get/set_pc_extra_stat<br>get/set_critter_base_stat<br>get/set_critter_extra_stat | âś… | CE uses engine stat helpers here instead of sfall's direct proto-field behavior, so derived-stat update behavior can differ. |
| Stats / Alter min/max | get/set_stat_min/max<br>set_pc_stat_min/max<br>set_npc_stat_min/max | not implemented | - |
| Skills | get/set_critter_skill_points<br>get/set_available_skill_points<br>set_skill_max<br>set_critter_skill_mod<br>set_base_skill_mod<br>mod_skill_points_per_level | not implemented | - |
| Graphics | graphics_funcs_available<br>force_graphics_refresh<br>get_screen_width<br>get_screen_height<br>set_palette | implemented: only get_screen_width, get_screen_height | - |
| Shaders | load_shader<br>free_shader<br>activate_shader<br>deactivate_shader<br>set/get_shader_* | đźš« | likely will not implement direct compatibility
| 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<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 | eax_available<br>set_eax_environment<br>play_sfall_sound<br>stop_sfall_sound | not implemented | *eax* opcodes will not be implemented |
| Combat / Weapons and ammo | get/set_weapon_ammo_pid<br>get/set_weapon_ammo_count | âś… | - |
| Sfall / Version | sfall_ver_major<br>sfall_ver_minor<br>sfall_ver_build | âś… | CE currently reports `4.3.4` |
| Utility / Math | log, exponent, round, sqrt, abs, sin, cos, tan, arctan, ceil, ^, floor2, div | âś… | - |
| Keyboard and mouse | key_pressed<br>tap_key<br>get_mouse_x/y<br>get_mouse_buttons | âś… | - |
| Lists | list_begin<br>list_next<br>list_end<br>list_as_array<br>party_member_list | âś… | - |
| Explosions | set_attack_explosion_pattern<br>set_attack_explosion_art<br>set_attack_explosion_radius<br>set_attack_is_explosion_fire<br>set_explosion_radius<br>set_dynamite_damage<br>set_plastic_damage<br>get_explosion_damage<br>set_explosion_max_targets<br>item_make_explosive | âś… except item_make_explosive | - |
| Animations | reg_anim_combat_check<br>reg_anim_destroy<br>reg_anim_animate_and_hide<br>reg_anim_light<br>reg_anim_change_fid<br>reg_anim_take_out<br>reg_anim_turn_towards<br>reg_anim_callback<br>reg_anim_animate_and_move | âś… except reg_anim_callback | - |
| Art and appearance | art_exists<br>refresh_pc_art<br>art_cache_clear<br>set_hero_race<br>set_hero_style | implemented: art_exists, refresh_pc_art, art_cache_clear | - |
| Tiles and paths | get_tile_fid<br>tile_under_cursor<br>tile_light<br>tile_get_objs<br>tile_refresh_display<br>obj_blocking_tile<br>tile_by_position<br>get_tile_ground_fid<br>get_tile_roof_fid<br>obj_blocking_line<br>path_find_to<br>objects_in_radius | âś… except objects_in_radius | - |
| Utility | sprintf<br>typeof<br>atoi<br>atof | âś… | - |
| Utility / Strings | string_split<br>substr<br>strlen<br>charcode<br>get_string_pointer<br>string_find<br>string_find_from<br>string_format<br>string_format_array<br>string_replace<br>string_to_case<br>string_compare | âś… | `get_string_pointer` is deprecated and intentionally omitted. |
| Interface / Tags | show_iface_tag<br>hide_iface_tag<br>is_iface_tag_active<br>set_iface_tag_text<br>add_iface_tag | âś… except set_iface_tag_text, add_iface_tag | CE only handles built-in interface tags here; custom tag creation/text is not supported yet. |
| Global variables | set_sfall_global<br>get_sfall_global_int<br>get_sfall_global_float | âś… except get_sfall_global_float | Current CE storage is int-backed; `set_sfall_global` stores integer values |
| Hooks / Hook functions | init_hook<br>get_sfall_arg<br>get_sfall_args<br>get_sfall_arg_at<br>set_sfall_return<br>set_sfall_arg<br>register_hook<br>register_hook_proc<br>register_hook_proc_spec | âś… | See below for implemented hooks. `init_hook` is deprecated and will not be implemented. register_hook_proc and register_hook_proc_spec both add hooks to the *end* of the hook list, instead of beginning and end, respectively. |
| Arrays / Array functions | create_array<br>temp_array<br>fix_array<br>get/set_array<br>resize_array<br>free_array<br>scan_array<br>len_array<br>save/load_array<br>array_key<br>arrayexpr | âś… except save_array, load_array | - |
| Perks and traits / NPC perks | set_fake_perk_npc<br>set_fake_trait_npc<br>set_selectable_perk_npc<br>has_fake_perk_npc<br>has_fake_trait_npc | not implemented | - |
| Global scripts / Global script functions | set_global_script_repeat<br>set_global_script_type<br>available_global_script_types | âś… except available_global_script_types | - |
| Combat | attack_is_aimed<br>block_combat<br>force_aimed_shots<br>disable_aimed_shots<br>get_attack_type<br>get/set_bodypart_hit_modifier<br>combat_data<br>get/set/reset_critical_table<br>get_last_target<br>get_last_attacker<br>set_critter_burst_disable<br>get/set_critter_current_ap<br>set_spray_settings<br>get/set_combat_free_move | implemented: get_attack_type, get_bodypart_hit_modifier, combat_data, set_bodypart_hit_modifier, get_critter_current_ap, set_critter_current_ap, get_combat_free_move, set_combat_free_move | - |
| Car | set_car_current_town<br>car_gas_amount<br>set_car_intface_art | implemented: all except set_car_intface_art | - |
| Interface / Windows and images | art_frame_data<br>interface_art_draw<br>interface_print<br>draw_image<br>draw_image_scaled<br>get_window_under_mouse<br>create_win<br>get_window_attribute<br>message_box<br>set_window_flag<br>win_fill_color<br>interface_overlay<br>dialog_message<br>get_text_width<br>hide_window<br>show_window<br>create_message_window | implemented: only message_box, get_text_width, show_window, create_message_window | - |
| Interface / Outline | outlined_object<br>get_outline<br>set_outline | âś… | - |
| Interface / Main interface | intface_is_hidden<br>intface_redraw<br>intface_hide<br>intface_show<br>set_quest_failure_value | implemented: only intface_redraw | `intface_redraw` only supports the zero-argument form; the optional-argument path is explicitly unimplemented. |
| Interface / Inventory | display_stats<br>inventory_redraw<br>critter_inven_obj2<br>get_current_inven_size<br>item_weight | implemented: critter_inven_obj2, item_weight | - |
| Interface / Cursor | get/set_cursor_mode | âś… | - |
| Locks | lock_is_jammed<br>unjam_lock<br>set_unjam_locks_time | not implemented | - |
| INI settings | get_ini_setting<br>get_ini_string<br>get_ini_section<br>get_ini_sections<br>get_ini_config<br>get_ini_config_db<br>set_ini_setting | âś… except get_ini_config, get_ini_config_db | `modified_ini` is intentionally omitted as deprecated. |
| Objects and scripts | set_self<br>set_dude_obj<br>real_dude_obj<br>remove_script<br>get/set_script<br>obj_is_carrying_obj<br>loot_obj<br>dialog_obj<br>obj_under_cursor<br>get/set_object_data<br>get/set_flags<br>set_unique_id<br>set_scr_name<br>obj_is_openable<br>get/set_proto_data<br>get_object_ai_data | implemented: set_self, get_script, obj_is_carrying_obj, loot_obj, dialog_obj, obj_under_cursor, get_object_data, get_flags, set_flags, obj_is_openable, get_proto_data, set_proto_data | - |
| Other / Game management | set_movie_path<br>stop/resume_game<br>mark_movie_played<br>game_loaded<br>get_game_mode<br>get_uptime<br>signal_close_game | implemented: game_loaded, get_game_mode, get_uptime, signal_close_game | - |
| Gameplay tweaks | set_pickpocket_max<br>set_hit_chance_max<br>set_xp_mod<br>set_critter_hit_chance_mod<br>set_base_hit_chance_mod<br>set_hp_per_level_mod<br>get_unspent_ap_bonus<br>gdialog_get_barter_mod<br>set_unspent_ap_bonus<br>get/set_unspent_ap_perk_bonus<br>set_inven_ap_cost<br>set_base_pickpocket_mod<br>set_critter_pickpocket_mod<br>get_inven_ap_cost<br>set_drugs_data<br>get_kill_counter<br>mod_kill_counter<br>set_pipboy_available | implemented: gdialog_get_barter_mod | - |
| NPCs | inc_npc_level<br>get_npc_level<br>npc_engine_level_up | not implemented | - |
| Other | get_year<br>set_dm/df_model<br>active_hand<br>toggle_active_hand<br>get/set_viewport_x/y<br>hero_select_win<br>get_light_level<br>message_str_game<br>sneak_success<br>create_spatial<br>unwield_slot<br>add_g_timer_event<br>add_extra_msg_file<br>get_metarule_table<br>metarule_exist<br>remove_timer_event<br>spatial_radius | implemented: get_year, active_hand, toggle_active_hand, get_light_level, message_str_game, add_extra_msg_file, metarule_exist | `input_funcs_available`, `nb_create_char` are deprecated in sfall and intentionally absent in CE. `add_extra_msg_file` does not support the explicit `fileNumber` form in CE. |
## Hooks
| Hook | ID | Compatibility | Notes |
| --- | --- | --- | --- |
| ToHit | `HOOK_TOHIT` | âś… | - |
| AfterHitRoll | `HOOK_AFTERHITROLL` | đźš« | Et tu |
| CalcAPCost | `HOOK_CALCAPCOST` | âś… | - |
| DeathAnim1 | `HOOK_DEATHANIM1` | đźš« | Use DEATHANIM2 instead |
| DeathAnim2 | `HOOK_DEATHANIM2` | âś… | - |
| CombatDamage | `HOOK_COMBATDAMAGE` | âś… | - |
| OnDeath | `HOOK_ONDEATH` | đźš« | - |
| FindTarget | `HOOK_FINDTARGET` | đźš« | (maybe) |
| UseObjOn | `HOOK_USEOBJON` | âś… | - |
| UseObj | `HOOK_USEOBJ` | âś… | CE notes an sfall-matching inconsistency around return code `2` behavior between interface contexts. |
| RemoveInvenObj | `HOOK_REMOVEINVENOBJ` | đźš« | - |
| BarterPrice | `HOOK_BARTERPRICE` | âś… | - |
| MoveCost | `HOOK_MOVECOST` | đźš« | - |
| ItemDamage | `HOOK_ITEMDAMAGE` | đźš« | - |
| AmmoCost | `HOOK_AMMOCOST` | đźš« | Et tu |
| KeyPress | `HOOK_KEYPRESS` | âś… | Third hook arg is currently `0`; CE doesn't use VK codes. |
| MouseClick | `HOOK_MOUSECLICK` | âś… | - |
| UseSkill | `HOOK_USESKILL` | đźš« | - |
| Steal | `HOOK_STEAL` | đźš« | Et tu |
| WithinPerception | `HOOK_WITHINPERCEPTION` | âś… | - |
| InventoryMove | `HOOK_INVENTORYMOVE` | âś… | - |
| InvenWield | `HOOK_INVENWIELD` | đźš« | - |
| AdjustFID | `HOOK_ADJUSTFID` | đźš« | - |
| CombatTurn | `HOOK_COMBATTURN` | âś… | - |
| StdProcedure | `HOOK_STDPROCEDURE` | đźš« | Et tu |
| StdProcedureEnd | `HOOK_STDPROCEDURE_END` | đźš« | - |
| CarTravel | `HOOK_CARTRAVEL` | đźš« | - |
| SetGlobalVar | `HOOK_SETGLOBALVAR` | đźš« | - |
| RestTimer | `HOOK_RESTTIMER` | đźš« | Et tu |
| GameModeChange | `HOOK_GAMEMODECHANGE` | âś… | - |
| UseAnimObj | `HOOK_USEANIMOBJ` | đźš« | Et tu; (maybe) |
| ExplosiveTimer | `HOOK_EXPLOSIVETIMER` | đźš« | - |
| DescriptionObj | `HOOK_DESCRIPTIONOBJ` | đźš« | Et tu |
| UseSkillOn | `HOOK_USESKILLON` | đźš« | Et tu |
| OnExplosion | `HOOK_ONEXPLOSION` | đźš« | (maybe) |
| SubCombatDamage | `HOOK_SUBCOMBATDAMAGE` | đźš« | (maybe) |
| SetLighting | `HOOK_SETLIGHTING` | đźš« | Et tu; (maybe) |
| Sneak | `HOOK_SNEAK` | đźš« | - |
| TargetObject | `HOOK_TARGETOBJECT` | đźš« | (maybe) |
| Encounter | `HOOK_ENCOUNTER` | đźš« | Et tu |
| AdjustPoison | `HOOK_ADJUSTPOISON` | đźš« | (maybe) |
| AdjustRads | `HOOK_ADJUSTRADS` | đźš« | (maybe) |
| RollCheck | `HOOK_ROLLCHECK` | đźš« | - |
| BestWeapon | `HOOK_BESTWEAPON` | đźš« | - |
| CanUseWeapon | `HOOK_CANUSEWEAPON` | đźš« | - |
| BuildSfxWeapon | `HOOK_BUILDSFXWEAPON` | đźš« | - |
-31
View File
@@ -3,10 +3,6 @@
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Main]
;Set to one to hide areas outside map bounds when using higher than 640x480 resolution, and to zero to disable
;EnableHighResolutionStencil=1
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Misc]
@@ -72,13 +68,6 @@ TownMapHotkeysFix=1
;Must be non-zero to use the edit/get/reset_critical script functions
;OverrideCriticalTable=2
;Set to 1 to get notification of karma changes in the notification window
DisplayKarmaChanges=0
;Set to 1 to skip the 3 opening movies
;Set to 2 to also skip the splash screen
SkipOpeningMovies=0
;Change the Skilldex cursor FRM numbers
;Default is 293 for all skills
Lockpick=293
@@ -99,18 +88,9 @@ Repair=293
;Syntax is 'city id:global id', with each city/global pair separated by a comma.
;CityRepsList=0:5001,2:5003,3:5004,4:5005,5:5006,6:5007,7:5008,8:5009,10:5011,11:5012,60:1640
;Set this to a valid path to save a copy of the console contents
;ConsoleOutputPath=console.txt
;Set to 1 to add additional pages of save slots !!! can be implemented !!!
;ExtraSaveSlots=1
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
;Quick save will cyclically overwrite saves from the first slot on the specified page to the last slot on the n-th page
;AutoQuickSave sets how many pages you want to use for quick saving (valid range: 1..10)
;Set to 0 to disable
AutoQuickSave=0
;These lines allow you to control the karma FRMs displayed on the character screen
;Number of KarmaPoints should be 1 less than number of KarmaFRMs
;KarmaFRMs=47,48,49
@@ -122,9 +102,6 @@ ScienceOnCritters=0
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
BonusHtHDamageFix=1
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
;DisplayBonusDamage=1
;Set to 1 to remove the limits that stop the game from rolling critical successes/failures in the first few days of game time
RemoveCriticalTimelimits=0
@@ -170,9 +147,6 @@ RemoveCriticalTimelimits=0
;You need to use the message_str_game script function to get messages from the files
;ExtraGameMsgFileList=
;Set to 1 to display numbered dialogue options
NumbersInDialogue=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
; Configuration ini files
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
@@ -197,11 +171,6 @@ NumbersInDialogue=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Scripts]
;Comma-separated list of masked paths to load global scripts from
;Only use single backslash \ as the directory separator
;Paths outside of scripts folder are supported
;GlobalScriptPaths=scripts\gl_*.int,scripts\sfall\gl*.int
;Uncomment the option to specify an additional directory for ini files used by scripts
;The game will search for ini files first relative to this directory and then relative to the root directory if not found
;The path length is limited to 61 characters
+115
View File
@@ -0,0 +1,115 @@
[debug]
;Set this to a valid path to save a copy of the console contents
console_output_path=
mode=log
output_map_data_info=1
show_load_info=1
show_script_messages=1
show_tile_num=1
window_height=192
window_width=300
[mapper]
default_f8_as_game=1
fix_map_inventory=0
fix_map_objects=0
ignore_rebuild_errors=0
librarian=0
override_librarian=0
rebuild_protos=0
run_mapper_as_game=0
save_text_maps=0
show_pid_numbers=0
sort_script_list=0
use_art_not_protos=0
[preferences]
brightness=1.000000
combat_difficulty=1
combat_looks=1
combat_messages=1
combat_speed=50
combat_taunts=1
game_difficulty=1
item_highlight=1
language_filter=0
mouse_sensitivity=1.000000
player_speedup=0
running=1
running_burning_guy=1
subtitles=1
target_highlight=1
text_base_delay=6.000000
text_line_delay=2.000000
violence_level=3
[screen]
resolution_x=640
resolution_y=480
scale=1
windowed=1
[sound]
cache_size=448
debug=1
debug_sfxc=1
gapless_music=1
initialize=1
master_volume=22281
music=1
music_path1=data\sound\music\
music_path2=sound\music\
music_volume=22281
sndfx_volume=22281
sounds=1
speech=1
speech_volume=22281
[system]
art_cache_size=8
color_cycling=1
critter_dat=critter.dat
critter_patches=data
cycle_speed_factor=1
executable=game
free_space=20480
hashing=1
interrupt_walk=1
language=english
master_dat=master.dat
master_patches=data
screenshots_format=png
scroll_lock=0
splash=5
[ui]
;Speed up or slow down all UI animations such as screen fade, dialog window show/hide, AC numbers roll, etc.
anim_speed=2.000000
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand
;Quick save will cyclically overwrite saves from the first slot on the specified page to the last slot on the n-th page
;auto_quick_save sets how many pages you want to use for quick saving (valid range: 1..10)
;Set to 0 to disable
auto_quick_save=3
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
display_bonus_damage=1
;Set to 1 to get notification of karma changes in the notification window
display_karma_changes=0
;Set to one to hide areas outside map bounds when using higher than 640x480 resolution, and to zero to disable
enable_high_resolution_stencil=1
iface_bar_mode=0
iface_bar_side_art=2
iface_bar_sides_ori=0
iface_bar_width=800
ignore_map_edges=0
;Set to 1 to display numbered dialogue options
numbers_in_dialogue=0
;Set to 1 to skip the 3 opening movies
;Set to 2 to also skip the splash screen
skip_opening_movies=0
splash_screen_size=1
[qol]
; Automatically open doors that are unlocked and has no script attached.
auto_open_doors=0
; Overrides distance at which walk animation is used when using an object.
use_walk_distance=5
File diff suppressed because it is too large Load Diff
+61
View File
@@ -0,0 +1,61 @@
#
# enddeath.txt
#
# format of each line is:
#
# gvar, value, worldAreaKnown, worldAreaNotKnown, minLevel, %, narrator file
#
# Where:
#
# gvar is the GVAR_* number for the variable controlling the slide.
#
# value is the value that the gvar must be >= to for this slide
# to be shown
#
# worldAreaKnown is the # of a worldmap area that has to be known
# in order to get this one as an option
#
# worldAreaNotKnown is the # of a worldmap area that has to be *not*
# known in order to get this one as an option
#
# minLevel is the minimum player level in order to get this one as
# an option
#
# % is the % chance of a given line to occur
#
# narrator file is the base filename (no path path or extension) used
# for the narrator voice-over and subtitles. Maximum of 8 characters.
#
#####
# Generic Deaths
#####
-1, 0, -1, -1, 0, 20, NAR_3
-1, 0, -1, -1, 0, 20, NAR_4
-1, 0, -1, -1, 0, 20, NAR_5
-1, 0, -1, -1, 0, 20, NAR_6
-1, 0, 8, -1, 0, 20, NAR_8
#####
# Specific Deaths
#####
-1, 0, -1, 0, 200, 0, nar_dth3
-1, 0, -1, 0, 200, 0, nar_dth4
-1, 0, -1, 0, 200, 0, nar_dth5
-1, 0, -1, 0, 200, 0, nar_dth6
-1, 0, -1, 0, 200, 0, nar_dth7
-1, 0, -1, 0, 200, 0, nar_dth8
-1, 0, -1, 0, 200, 0, nar_dth9
# Special Radiation Death
491, 999, 3, -1, 150, 0, NAR_7
#####
# Joke Deaths
#####
-1, 0, -1, -1, 10, 1, nar_jdd1
-1, 0, -1, -1, 10, 1, nar_jdd3
-1, 0, -1, -1, 10, 1, nar_jdd4
-1, 0, -1, -1, 10, 1, nar_jdd5
-1, 0, -1, -1, 10, 1, nar_jdd6
File diff suppressed because it is too large Load Diff
+104
View File
@@ -0,0 +1,104 @@
;
; Party Member valid option data
;
;
; Warning: Adding a party member here means you must also add it to party.h!
;
;
; Note: Party Member level-up float messages are found in game\misc.msg!
;
[Party Member 0] ; Player -- Not actually used!
party_member_pid=16777216
area_attack_mode=always, sometimes, be_sure, be_careful, be_absolutely_sure
attack_who=whomever_attacking_me, strongest, weakest, whomever, closest
best_weapon=no_pref, melee, melee_over_ranged, ranged_over_melee, ranged, unarmed, unarmed_over_thrown, random
chem_use=clean, stims_when_hurt_little, stims_when_hurt_lots, sometimes, anytime, always
distance=stay_close, charge, snipe, on_your_own, stay
run_away_mode=none, coward, finger_hurts, bleeding, not_feeling_good, tourniquet, never
disposition=none, custom, coward, defensive, aggressive, berserk
level_minimum=0
level_up_every=0
level_pids=-1
[Party Member 1] ; pMIan_PID
party_member_pid=16777292
area_attack_mode=always, sometimes, be_sure, be_careful, be_absolutely_sure
attack_who=whomever_attacking_me, strongest, weakest, whomever, closest
best_weapon=no_pref, melee, ranged_over_melee, ranged
chem_use=clean, stims_when_hurt_little, stims_when_hurt_lots, sometimes, anytime
distance=stay_close, charge, snipe, on_your_own, stay
run_away_mode=none, not_feeling_good, tourniquet, never
disposition=none, custom, defensive, aggressive, berserk
level_minimum=3
level_up_every=3
level_pids=16777530,16777531,16777532,16777533
[Party Member 2] ; pMDog_PID
party_member_pid=16777338
area_attack_mode=
attack_who=whomever_attacking_me, strongest, weakest, whomever, closest
best_weapon=unarmed
chem_use=clean
distance=stay_close, charge, on_your_own, stay
run_away_mode=none, not_feeling_good, tourniquet, never
disposition=none, custom, aggressive, berserk
level_minimum=4
level_up_every=3
level_pids=16777542,16777543,16777544,16777545
[Party Member 3] ; pMTycho_PID
party_member_pid=16777426
area_attack_mode=always, sometimes, be_sure, be_careful, be_absolutely_sure
attack_who=whomever_attacking_me, strongest, weakest, whomever, closest
best_weapon=no_pref, ranged_over_melee, ranged, unarmed
chem_use=clean, stims_when_hurt_little, stims_when_hurt_lots, sometimes, anytime
distance=stay_close, charge, snipe, on_your_own, stay
run_away_mode=none, not_feeling_good, tourniquet, never
disposition=none, custom, defensive, aggressive, berserk
level_minimum=4
level_up_every=3
level_pids=16777534,16777535,16777536,16777537
[Party Member 4] ; pMKatja_PID
party_member_pid=16777518
area_attack_mode=sometimes, be_sure, be_careful, be_absolutely_sure
attack_who=whomever_attacking_me, weakest, whomever, closest
best_weapon=no_pref, melee, melee_over_ranged, ranged_over_melee, ranged, unarmed
chem_use=stims_when_hurt_little, stims_when_hurt_lots
distance=stay_close, charge, on_your_own, stay
run_away_mode=none, coward, finger_hurts, bleeding, not_feeling_good
disposition=none, custom, defensive, aggressive, coward
level_minimum=4
level_up_every=2
level_pids=16777538,16777539,16777540,16777541
[Party Member 5] ; pMTandi_PID
party_member_pid=16777279
area_attack_mode=always, sometimes, be_sure, be_careful, be_absolutely_sure
attack_who=whomever_attacking_me, strongest, weakest, whomever, closest
best_weapon=no_pref, melee, melee_over_ranged, ranged_over_melee, ranged, unarmed
chem_use=clean, stims_when_hurt_little, stims_when_hurt_lots, sometimes, anytime, always
distance=stay_close, charge, snipe, on_your_own, stay
run_away_mode=none, coward, finger_hurts, bleeding, not_feeling_good, tourniquet, never
disposition=none, custom, coward, defensive, aggressive, berserk
level_minimum=0
level_up_every=0
level_pids=-1
[Party Member 6] ; pMMrHandyC_PID
party_member_pid=16777529
area_attack_mode=always, sometimes, be_sure, be_careful, be_absolutely_sure
attack_who=whomever_attacking_me, strongest, weakest, whomever, closest
best_weapon=no_pref, melee, melee_over_ranged, ranged_over_melee, ranged, unarmed
chem_use=clean
distance=stay_close, charge, snipe, on_your_own, stay
run_away_mode=none, coward, finger_hurts, bleeding, not_feeling_good, tourniquet, never
disposition=none, custom, coward, defensive, aggressive, berserk
level_minimum=0
level_up_every=0
level_pids=-1
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+402
View File
@@ -0,0 +1,402 @@
;
; Fallout team quotes
;
; The fonts used to display this file are the reverse of the
; credits.txt file. In other words, the font used to display
; titles in credits.txt (the lines with the '@') is the font
; used to display these quotes. Putting an '@' at the start of
; a line in this file will use the font used to display the
; names in the credits.txt file (currently 104).
;
; Max line length with the current font (103) is about 63.
; Anything longer than that won't be displayed, as it won't fit
; on the screen.
;
; All lines are automatically centered on the display.
;
; See top of credits.txt for additional info.
;
@Quotes from the Fallout team:
(Press ESC if you don't want to see some raw language)
I asked for anatomically correct, but not naked!
- Tim C.
I appreciate the fact that ?? is only speaking to us when spoken to.
- Leonard
So now that you are past the learning curve,
you can blow up people much faster, right?
- Tim C.
So how fast can _you_ draw a bunny?
- JT
I didn't do it yet today because I was waiting for Leonard's head.
- Scott C.
Did you see Steven Spielberg go by?
- Tim C.
No, I was taking a piss.
- Mark Harrison
Blueberry muffins are one of Man's crowning achievements.
- JT
Out of my way. I'm a fucking genius.
- Jason
Dismemberment is just inherently funny.
- JT
I had a wooden one, but Spence broke it.
- Jesse
You can say penis, but you can't say cocksucker.
- Leonard
It's fun to make fun of people who are stupid.
- JT
Crap is the hardest stuff to make.
- Michael
No, I haven't shot anyone today.
- JT
But 15 _is_ an even number!
- Leonard
But 15 isn't divisible by 2.
- Tim.
You know what I mean. I meant 15 is prime.
- Leonard
I'll be going on to death at the end of the day.
- Michael
I'm tired of looking at that peanut.
- Tim C.
I only wash my nose. It's the only thing that gets dirty.
- Fred
I'm going to jiujitsu his ass.
- Leonard
I'll have to remember or else I'll forget.
- Jesse
You never know what wacky things I'm going to do with my hand.
- Tim C.
Sorry I'm late, but Mary needed marbles and I had lost mine.
- Chris T.
It's fun hitting other people's balls.
- Tim C.
I'm going to kill this game.
- Mark Morgan
Do you want help putting on your bikini?
- Fred to Tim C.
I like to get them in the butt.
- Tim C.
I need more peasants!
- Fred
If I hadn't had sex, I would have called Tom or Jesse.
- Scotty
Did you know you can talk to people who don't have heads?
- Jesse
We'll have a little bowl hair-cut kid so you
can't tell if it's a boy or a girl when you're killing it.
- Leonard
It's just a flag!
- Scotty
I'll tell them to give me more exploding peasants.
- Fred
Do you need help changing his pants?
- Leonard
I was getting home and getting ready to get some,
and I remembered it was a holiday.
- Scotty
I'd rather drink a bottle of urine than THAT!
- Scotty
Rusty wants any body he can have.
- Gus
Nick's are worn and falling apart and orange.
- Jesse
I never let work interfere with my cooking.
- Tim C.
I don't want you to stop making them,
because it's the only time I get any.
- Scotty
I vote for Hate.
- Jason
That reminds me of Toxic Avenger, the unrated version.
- Scotty
You know, we should lock down sex.
- Chris T.
How do I kill people? I need some dead bodies.
- Robert H.
Don't quote me on that.
- Leonard
I had a weird dream involving Scotty,
and I don't even want to remember it.
- Jesse
What?!
- Scotty
I don't know what we're going to do about it.
I guess we're going to have to start cutting heads.
- Tim C.
Well, that's true and that's untrue.
- Gus
But I like being a woman!
- Scotty
I'm used to playing with myself.
- Scotty
That's the essence of art -- making it all work together.
- Leonard
Did I tell you I broke my thingy?
- Dave
I want more randomness in my randomology.
- Robert H.
I can't finish the AI without drugs.
- Tim C.
Please do not make fun of my poop.
- Tim C.
I know how to tell males from females now.
- Tim C.
Excuse me, my butt did that.
- Jesse
I'm going to kick you in the butt.
- Robert H. to Tim C.
Because it's soft as a baby's behind.
- Jesse.
How do you know?
- Scotty
I can do Troy. I used to be his monkey.
- Chris T.
I had one once, but I pumped it too hard and I broke it.
- Scotty
I stripped and wiped.
- Scotty
Why can't I be a lesbian?
- Shanna
I wonder what that thing hanging there is.
- Shanna
I need more intelligence.
- Nick
At the same time, I want to make sure that
I don't have dead people stand up.
- Tim C.
I'd model dust, if I could.
- Jason
I'm on top now.
- Evan
I do a good cow.
- Greg B.
If he's on top of me, I'm gonna be pissed!
- Shanna
If I was a girl, I'd do him.
- Evan
You won't be here when I get off.
- Mike Krueger
Well, I was playing with it last night but I
couldn't get anything to come out!
- Mike Krueger
Stop shaking my monkey!
- Matt Murakami
I like people who say poop.
- Savina
It's not unstable, it's just buggy.
There's a difference.
- Chris J.
Instead of sexual urges, they get
sucking blood urges.
- Scotty
I like little boys who wear skirts.
- Mike Krueger
His iguana-stick is way too long.
- Leonard
Fallout is "By Americans, For Americans" and
the rest of the world can just get stuffed.
- Scotty
All the Brotherhood do it. They know how.
- Nick
I'm going to teach you to script,
that'll be torture.
- Nick
His little thing looks better anyway.
- Evan
He TOLD me to touch it!
- Nick
I'm really scared of the people on the Internet.
They're all dumb. Except for that one guy.
- Scotty
I haven't touched it for two months.
- Nick
Well, you better start touching it.
- Evan
You can never be paranoid enough.
- Scotty
You should be 14-18 when you blow the Master.
- Jess
Oh, wait a minute, talk to Jesse.
Jesse usually has lots of drugs.
- Scotty
I burnt my part, for one thing.
- Mark H.
I'm usually a lot happier about the
game when I'm not playing it.
- Scotty
You gotta take it easy, this is my first time.
- Dave Hendee
It's really quick to get it up.
- Mark H.
I can find the hole without looking now.
- Ed H.
I've actually had it both ways, but I'm not sure why...
- Dan S.
I can touch it everywhere and it seems to work.
- Scotty
OK, I was sleeping with Ian...
- Gus
What is the sound of one man working on another?
- Dan S.
I hate being fucked.
- Gus
I think our game has a high potential
for being very violent.
- Jason A.
I'm not going to be beaten by cheesecake.
- Tim C.
I have new respect for crowbars.
(pause)
Well, at least it isn't about sex.
- Scotty
That thing is a little too
big to stick right there.
- Matt G.
I'm not going to do the cows.
- Dan S.
The cows are glad to hear that.
- Robert H.
But I love faggot pizza.
- Scotty
It won't crash any more. In theory.
- Mark H.
I wasn't wearing anything
the first time I won the game.
- Tim C.
@FIN
+100 -3
View File
@@ -2,12 +2,97 @@ plugins {
id 'com.android.application'
}
def sdlJavaBindingsDir = file('src/main/java/org/libsdl/app')
def findFetchedSdlJavaBindingsDir = { String variantName ->
String variantCap = variantName.capitalize()
File intermediatesVariantDir = file("build/intermediates/cxx/${variantCap}")
if (!intermediatesVariantDir.isDirectory()) {
throw new GradleException("SDL sync check failed: missing active CXX intermediates under ${intermediatesVariantDir}. Run externalNativeBuild${variantCap} first.")
}
File[] activeHashDirs = intermediatesVariantDir.listFiles()
if (activeHashDirs == null) {
throw new GradleException("SDL sync check failed: could not list active CXX intermediates under ${intermediatesVariantDir}.")
}
activeHashDirs = activeHashDirs.findAll { it.isDirectory() }.sort { a, b -> a.name <=> b.name }
if (activeHashDirs.size() != 1) {
throw new GradleException(
"SDL sync check failed: expected exactly one active CXX hash directory under ${intermediatesVariantDir}, found ${activeHashDirs*.name}."
)
}
File fetchedDir = file(".cxx/${variantCap}/${activeHashDirs[0].name}/arm64-v8a/_deps/sdl2-src/android-project/app/src/main/java/org/libsdl/app")
if (!fetchedDir.isDirectory()) {
throw new GradleException("SDL sync check failed: could not locate fetched SDL Java bindings under ${fetchedDir}.")
}
return fetchedDir
}
def assertSdlJavaBindingsMatch = { String variantName ->
File fetchedDir = findFetchedSdlJavaBindingsDir(variantName)
if (!sdlJavaBindingsDir.isDirectory()) {
throw new GradleException("SDL sync check failed: committed SDL Java bindings directory is missing or unreadable: ${sdlJavaBindingsDir}.")
}
File[] committedFiles = sdlJavaBindingsDir.listFiles()
if (committedFiles == null) {
throw new GradleException("SDL sync check failed: could not list committed SDL Java bindings directory: ${sdlJavaBindingsDir}.")
}
File[] fetchedFiles = fetchedDir.listFiles()
if (fetchedFiles == null) {
throw new GradleException("SDL sync check failed: could not list fetched SDL Java bindings directory: ${fetchedDir}.")
}
Set<String> committedNames = committedFiles
.findAll { it.isFile() && it.name.endsWith('.java') }
.collect { it.name }
.toSet()
Set<String> fetchedNames = fetchedFiles
.findAll { it.isFile() && it.name.endsWith('.java') }
.collect { it.name }
.toSet()
Set<String> missingFromCommitted = fetchedNames - committedNames
Set<String> extraInCommitted = committedNames - fetchedNames
if (!missingFromCommitted.isEmpty() || !extraInCommitted.isEmpty()) {
throw new GradleException(
"SDL Android Java bindings are out of sync with native SDL for ${variantName}.\n" +
"Fetched SDL dir: ${fetchedDir}\n" +
"Missing from committed bindings: ${missingFromCommitted.sort()}\n" +
"Extra committed bindings: ${extraInCommitted.sort()}\n" +
"Sync os/android/app/src/main/java/org/libsdl/app from the fetched SDL android-project sources."
)
}
List<String> changedFiles = committedNames.findAll { fileName ->
File committedFile = new File(sdlJavaBindingsDir, fileName)
File fetchedFile = new File(fetchedDir, fileName)
committedFile.getText('UTF-8') != fetchedFile.getText('UTF-8')
}.sort()
if (!changedFiles.isEmpty()) {
throw new GradleException(
"SDL Android Java bindings are out of sync with native SDL for ${variantName}.\n" +
"Fetched SDL dir: ${fetchedDir}\n" +
"Changed files: ${changedFiles}\n" +
"Sync os/android/app/src/main/java/org/libsdl/app from the fetched SDL android-project sources."
)
}
}
android {
compileSdk 32
defaultConfig {
applicationId 'com.alexbatalov.fallout2ce'
minSdk 21
minSdk 24
targetSdk 32
versionCode 4
versionName '1.3.0'
@@ -78,8 +163,20 @@ android {
}
applicationVariants.all { variant ->
tasks["merge${variant.name.capitalize()}Assets"]
.dependsOn("externalNativeBuild${variant.name.capitalize()}")
String variantCap = variant.name.capitalize()
String syncCheckTaskName = "checkSdlJavaBindingsSync${variantCap}"
if (!project.hasProperty('EXCLUDE_NATIVE_LIBS')) {
tasks.register(syncCheckTaskName) {
dependsOn("externalNativeBuild${variantCap}")
doLast {
assertSdlJavaBindingsMatch(variant.name)
}
}
tasks["merge${variantCap}Assets"]
.dependsOn(syncCheckTaskName)
}
}
if (!project.hasProperty('EXCLUDE_NATIVE_LIBS')) {
@@ -186,7 +186,7 @@ class HIDDeviceBLESteamController extends BluetoothGattCallback implements HIDDe
// Because on Chromebooks we show up as a dual-mode device, it will attempt to connect TRANSPORT_AUTO, which will use TRANSPORT_BREDR instead
// of TRANSPORT_LE. Let's force ourselves to connect low energy.
private BluetoothGatt connectGatt(boolean managed) {
if (Build.VERSION.SDK_INT >= 23) {
if (Build.VERSION.SDK_INT >= 23 /* Android 6.0 (M) */) {
try {
return mDevice.connectGatt(mManager.getContext(), managed, this, TRANSPORT_LE);
} catch (Exception e) {
@@ -429,7 +429,7 @@ class HIDDeviceBLESteamController extends BluetoothGattCallback implements HIDDe
}
});
}
}
}
else if (newState == 0) {
mIsConnected = false;
}
@@ -170,7 +170,7 @@ public class HIDDeviceManager {
Log.i(TAG," Interface protocol: " + mUsbInterface.getInterfaceProtocol());
Log.i(TAG," Endpoint count: " + mUsbInterface.getEndpointCount());
// Get endpoint details
// Get endpoint details
for (int epi = 0; epi < mUsbInterface.getEndpointCount(); epi++)
{
UsbEndpoint mEndpoint = mUsbInterface.getEndpoint(epi);
@@ -251,6 +251,8 @@ public class HIDDeviceManager {
0x20d6, // PowerA
0x24c6, // PowerA
0x2c22, // Qanba
0x2dc8, // 8BitDo
0x9886, // ASTRO Gaming
};
if (usbInterface.getInterfaceClass() == UsbConstants.USB_CLASS_VENDOR_SPEC &&
@@ -271,15 +273,20 @@ public class HIDDeviceManager {
final int XB1_IFACE_SUBCLASS = 71;
final int XB1_IFACE_PROTOCOL = 208;
final int[] SUPPORTED_VENDORS = {
0x03f0, // HP
0x044f, // Thrustmaster
0x045e, // Microsoft
0x0738, // Mad Catz
0x0b05, // ASUS
0x0e6f, // PDP
0x0f0d, // Hori
0x10f5, // Turtle Beach
0x1532, // Razer Wildcat
0x20d6, // PowerA
0x24c6, // PowerA
0x2dc8, /* 8BitDo */
0x2dc8, // 8BitDo
0x2e24, // Hyperkin
0x3537, // GameSir
};
if (usbInterface.getId() == 0 &&
@@ -353,13 +360,19 @@ public class HIDDeviceManager {
private void initializeBluetooth() {
Log.d(TAG, "Initializing Bluetooth");
if (Build.VERSION.SDK_INT <= 30 &&
if (Build.VERSION.SDK_INT >= 31 /* Android 12 */ &&
mContext.getPackageManager().checkPermission(android.Manifest.permission.BLUETOOTH_CONNECT, mContext.getPackageName()) != PackageManager.PERMISSION_GRANTED) {
Log.d(TAG, "Couldn't initialize Bluetooth, missing android.permission.BLUETOOTH_CONNECT");
return;
}
if (Build.VERSION.SDK_INT <= 30 /* Android 11.0 (R) */ &&
mContext.getPackageManager().checkPermission(android.Manifest.permission.BLUETOOTH, mContext.getPackageName()) != PackageManager.PERMISSION_GRANTED) {
Log.d(TAG, "Couldn't initialize Bluetooth, missing android.permission.BLUETOOTH");
return;
}
if (!mContext.getPackageManager().hasSystemFeature(PackageManager.FEATURE_BLUETOOTH_LE) || (Build.VERSION.SDK_INT < 18)) {
if (!mContext.getPackageManager().hasSystemFeature(PackageManager.FEATURE_BLUETOOTH_LE) || (Build.VERSION.SDK_INT < 18 /* Android 4.3 (JELLY_BEAN_MR2) */)) {
Log.d(TAG, "Couldn't initialize Bluetooth, this version of Android does not support Bluetooth LE");
return;
}
@@ -524,7 +537,7 @@ public class HIDDeviceManager {
for (HIDDevice device : mDevicesById.values()) {
device.setFrozen(frozen);
}
}
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -573,12 +586,18 @@ public class HIDDeviceManager {
try {
final int FLAG_MUTABLE = 0x02000000; // PendingIntent.FLAG_MUTABLE, but don't require SDK 31
int flags;
if (Build.VERSION.SDK_INT >= 31) {
if (Build.VERSION.SDK_INT >= 31 /* Android 12.0 (S) */) {
flags = FLAG_MUTABLE;
} else {
flags = 0;
}
mUsbManager.requestPermission(usbDevice, PendingIntent.getBroadcast(mContext, 0, new Intent(HIDDeviceManager.ACTION_USB_PERMISSION), flags));
if (Build.VERSION.SDK_INT >= 33 /* Android 14.0 (U) */) {
Intent intent = new Intent(HIDDeviceManager.ACTION_USB_PERMISSION);
intent.setPackage(mContext.getPackageName());
mUsbManager.requestPermission(usbDevice, PendingIntent.getBroadcast(mContext, 0, intent, flags));
} else {
mUsbManager.requestPermission(usbDevice, PendingIntent.getBroadcast(mContext, 0, new Intent(HIDDeviceManager.ACTION_USB_PERMISSION), flags));
}
} catch (Exception e) {
Log.v(TAG, "Couldn't request permission for USB device " + usbDevice);
HIDDeviceOpenResult(deviceID, false);
@@ -52,7 +52,7 @@ class HIDDeviceUSB implements HIDDevice {
@Override
public String getSerialNumber() {
String result = null;
if (Build.VERSION.SDK_INT >= 21) {
if (Build.VERSION.SDK_INT >= 21 /* Android 5.0 (LOLLIPOP) */) {
try {
result = mDevice.getSerialNumber();
}
@@ -74,7 +74,7 @@ class HIDDeviceUSB implements HIDDevice {
@Override
public String getManufacturerName() {
String result = null;
if (Build.VERSION.SDK_INT >= 21) {
if (Build.VERSION.SDK_INT >= 21 /* Android 5.0 (LOLLIPOP) */) {
result = mDevice.getManufacturerName();
}
if (result == null) {
@@ -86,7 +86,7 @@ class HIDDeviceUSB implements HIDDevice {
@Override
public String getProductName() {
String result = null;
if (Build.VERSION.SDK_INT >= 21) {
if (Build.VERSION.SDK_INT >= 21 /* Android 5.0 (LOLLIPOP) */) {
result = mDevice.getProductName();
}
if (result == null) {

Some files were not shown because too many files have changed in this diff Show More