mirror of
https://github.com/fallout2-ce/fallout2-ce.git
synced 2026-07-27 16:47:11 -07:00
Compare commits
35
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6cbe68aef9 | ||
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066595f683 |
@@ -6,10 +6,15 @@ on:
|
||||
push:
|
||||
branches: [main]
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
format:
|
||||
runs-on: ubuntu-latest
|
||||
if: github.actor != 'github-actions[bot]' && (github.event_name != 'pull_request' || github.event.pull_request.head.repo.full_name == github.repository)
|
||||
permissions:
|
||||
contents: write
|
||||
steps:
|
||||
- name: Checkout code
|
||||
uses: actions/checkout@v4
|
||||
@@ -39,4 +44,4 @@ jobs:
|
||||
echo "No formatting changes"
|
||||
fi
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -8,11 +8,16 @@ on:
|
||||
- opened
|
||||
- synchronize
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
build_webassembly_version:
|
||||
name: Build webassembly version
|
||||
runs-on: ubuntu-latest
|
||||
permissions: write-all
|
||||
permissions:
|
||||
contents: write
|
||||
deployments: write
|
||||
steps:
|
||||
- name: start deployment
|
||||
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
|
||||
@@ -138,4 +143,3 @@ jobs:
|
||||
deployment_id: ${{ steps.deployment.outputs.deployment_id }}
|
||||
ref: ${{ github.event.pull_request.head.sha }}
|
||||
env_url: https://${{ github.repository_owner }}.github.io/fallout2-ce/PR-${{ github.event.pull_request.number }}/
|
||||
|
||||
|
||||
+106
-25
@@ -9,6 +9,9 @@ on:
|
||||
- opened
|
||||
- synchronize
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
defaults:
|
||||
run:
|
||||
shell: bash
|
||||
@@ -35,6 +38,9 @@ jobs:
|
||||
name: Code format check
|
||||
|
||||
runs-on: ubuntu-latest
|
||||
permissions:
|
||||
contents: read
|
||||
pull-requests: read
|
||||
|
||||
steps:
|
||||
- name: Clone
|
||||
@@ -71,6 +77,7 @@ jobs:
|
||||
name: Android
|
||||
|
||||
runs-on: ubuntu-latest
|
||||
needs: [ce-dat]
|
||||
|
||||
steps:
|
||||
- name: Clone
|
||||
@@ -104,21 +111,38 @@ jobs:
|
||||
cd os/android
|
||||
./gradlew assembleDebug
|
||||
|
||||
- name: Change apk file name
|
||||
- name: Download ce.dat
|
||||
uses: actions/download-artifact@v4
|
||||
with:
|
||||
name: ce-dat
|
||||
path: out/dist
|
||||
|
||||
- name: Package
|
||||
run: |
|
||||
mv os/android/app/build/outputs/apk/debug/app-debug.apk os/android/app/build/outputs/apk/debug/fallout2-ce.apk
|
||||
mkdir -p out/dist/fallout2-ce-android-debug
|
||||
cp os/android/app/build/outputs/apk/debug/app-debug.apk out/dist/fallout2-ce-android-debug/fallout2-ce.apk
|
||||
cp out/dist/ce.dat out/dist/fallout2-ce-android-debug/ce.dat
|
||||
cd out/dist
|
||||
zip -r fallout2-ce-android-debug.zip fallout2-ce-android-debug
|
||||
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: fallout2-ce-debug.apk
|
||||
path: os/android/app/build/outputs/apk/debug/fallout2-ce.apk
|
||||
name: fallout2-ce-android-debug
|
||||
path: out/dist/fallout2-ce-android-debug.zip
|
||||
retention-days: 7
|
||||
|
||||
ce-dat:
|
||||
name: Build ce.dat
|
||||
uses: ./.github/workflows/reusable-build-ce-dat.yml
|
||||
with:
|
||||
preset: linux-x64-debug
|
||||
|
||||
ios:
|
||||
name: iOS
|
||||
|
||||
runs-on: macos-14
|
||||
needs: [ce-dat]
|
||||
|
||||
steps:
|
||||
- name: Clone
|
||||
@@ -143,17 +167,32 @@ jobs:
|
||||
cd out/build/ios
|
||||
cpack -C Debug
|
||||
|
||||
- name: Download ce.dat
|
||||
uses: actions/download-artifact@v4
|
||||
with:
|
||||
name: ce-dat
|
||||
path: out/dist
|
||||
|
||||
- name: Package
|
||||
run: |
|
||||
mkdir -p out/dist/fallout2-ce-ios
|
||||
cp out/build/ios/fallout2-ce.ipa out/dist/fallout2-ce-ios/fallout2-ce-ios.ipa
|
||||
cp out/dist/ce.dat out/dist/fallout2-ce-ios/ce.dat
|
||||
cd out/dist
|
||||
zip -r fallout2-ce-ios.zip fallout2-ce-ios
|
||||
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: fallout2-ce.ipa
|
||||
path: out/build/ios/fallout2-ce.ipa
|
||||
name: fallout2-ce-ios
|
||||
path: out/dist/fallout2-ce-ios.zip
|
||||
retention-days: 7
|
||||
|
||||
linux:
|
||||
name: Linux (${{ matrix.arch }})
|
||||
|
||||
runs-on: ubuntu-22.04
|
||||
needs: [ce-dat]
|
||||
|
||||
strategy:
|
||||
fail-fast: false
|
||||
@@ -193,21 +232,31 @@ jobs:
|
||||
run: |
|
||||
cmake --build --preset linux-${{ matrix.arch }}-debug
|
||||
|
||||
- name: Change executable file name
|
||||
- name: Download ce.dat
|
||||
uses: actions/download-artifact@v4
|
||||
with:
|
||||
name: ce-dat
|
||||
path: out/dist
|
||||
|
||||
- name: Package
|
||||
run: |
|
||||
mv out/build/linux-${{ matrix.arch }}-debug/fallout2-ce out/build/linux-${{ matrix.arch }}-debug/fallout2-ce-linux-${{ matrix.arch }}
|
||||
mkdir -p out/dist/fallout2-ce-linux-${{ matrix.arch }}
|
||||
cp out/build/linux-${{ matrix.arch }}-debug/fallout2-ce out/dist/fallout2-ce-linux-${{ matrix.arch }}/fallout2-ce
|
||||
cp out/dist/ce.dat out/dist/fallout2-ce-linux-${{ matrix.arch }}/ce.dat
|
||||
tar -czvf out/dist/fallout2-ce-linux-${{ matrix.arch }}.tar.gz -C out/dist fallout2-ce-linux-${{ matrix.arch }}
|
||||
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: fallout2-ce-linux-${{ matrix.arch }}
|
||||
path: out/build/linux-${{ matrix.arch }}-debug/fallout2-ce-linux-${{ matrix.arch }}
|
||||
path: out/dist/fallout2-ce-linux-${{ matrix.arch }}.tar.gz
|
||||
retention-days: 7
|
||||
|
||||
linux-armhf:
|
||||
name: Linux (armhf)
|
||||
|
||||
runs-on: ubuntu-22.04-arm
|
||||
needs: [ce-dat]
|
||||
|
||||
steps:
|
||||
- name: Clone
|
||||
@@ -233,21 +282,31 @@ jobs:
|
||||
- name: Build
|
||||
run: cmake --build build
|
||||
|
||||
- name: Change executable file name
|
||||
- name: Download ce.dat
|
||||
uses: actions/download-artifact@v4
|
||||
with:
|
||||
name: ce-dat
|
||||
path: out/dist
|
||||
|
||||
- name: Package
|
||||
run: |
|
||||
mv build/fallout2-ce build/fallout2-ce-linux-armhf
|
||||
mkdir -p out/dist/fallout2-ce-linux-armhf
|
||||
cp build/fallout2-ce out/dist/fallout2-ce-linux-armhf/fallout2-ce
|
||||
cp out/dist/ce.dat out/dist/fallout2-ce-linux-armhf/ce.dat
|
||||
tar -czvf out/dist/fallout2-ce-linux-armhf.tar.gz -C out/dist fallout2-ce-linux-armhf
|
||||
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: fallout2-ce-linux-armhf
|
||||
path: build/fallout2-ce-linux-armhf
|
||||
path: out/dist/fallout2-ce-linux-armhf.tar.gz
|
||||
retention-days: 7
|
||||
|
||||
linux-arm64:
|
||||
name: Linux (arm64)
|
||||
|
||||
runs-on: ubuntu-22.04-arm
|
||||
needs: [ce-dat]
|
||||
|
||||
steps:
|
||||
- name: Clone
|
||||
@@ -264,15 +323,24 @@ jobs:
|
||||
- name: Build
|
||||
run: cmake --build build
|
||||
|
||||
- name: Change executable file name
|
||||
- name: Download ce.dat
|
||||
uses: actions/download-artifact@v4
|
||||
with:
|
||||
name: ce-dat
|
||||
path: out/dist
|
||||
|
||||
- name: Package
|
||||
run: |
|
||||
mv build/fallout2-ce build/fallout2-ce-linux-arm64
|
||||
mkdir -p out/dist/fallout2-ce-linux-arm64
|
||||
cp build/fallout2-ce out/dist/fallout2-ce-linux-arm64/fallout2-ce
|
||||
cp out/dist/ce.dat out/dist/fallout2-ce-linux-arm64/ce.dat
|
||||
tar -czvf out/dist/fallout2-ce-linux-arm64.tar.gz -C out/dist fallout2-ce-linux-arm64
|
||||
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: fallout2-ce-linux-arm64
|
||||
path: build/fallout2-ce-linux-arm64
|
||||
path: out/dist/fallout2-ce-linux-arm64.tar.gz
|
||||
retention-days: 7
|
||||
|
||||
macos:
|
||||
@@ -306,7 +374,7 @@ jobs:
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: fallout2-ce-macos.dmg
|
||||
name: fallout2-ce-macos
|
||||
path: out/build/macos/Fallout II Community Edition.dmg
|
||||
retention-days: 7
|
||||
|
||||
@@ -314,15 +382,14 @@ jobs:
|
||||
name: Windows (${{ matrix.arch }})
|
||||
|
||||
runs-on: windows-2025
|
||||
needs: [ce-dat]
|
||||
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
include:
|
||||
- arch: x86
|
||||
generator-platform: Win32
|
||||
- arch: x64
|
||||
generator-platform: x64
|
||||
|
||||
steps:
|
||||
- name: Clone
|
||||
@@ -337,29 +404,41 @@ jobs:
|
||||
uses: actions/cache@v4
|
||||
with:
|
||||
path: out
|
||||
key: windows-${{ matrix.arch }}-cmake-v102
|
||||
key: windows-${{ matrix.arch }}-cmake-v103
|
||||
|
||||
- name: Configure
|
||||
shell: cmd
|
||||
run: |
|
||||
call "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\Common7\Tools\VsDevCmd.bat" ^
|
||||
for /f "usebackq tokens=*" %%i in (`"%ProgramFiles(x86)%\Microsoft Visual Studio\Installer\vswhere.exe" -latest -products Microsoft.VisualStudio.Product.BuildTools -requires Microsoft.VisualStudio.Component.VC.v141.x86.x64 Microsoft.VisualStudio.Component.VC.v141.xp -property installationPath`) do set "VS_PATH=%%i"
|
||||
call "%VS_PATH%\Common7\Tools\VsDevCmd.bat" ^
|
||||
&& cmake --preset windows-${{ matrix.arch }}
|
||||
|
||||
- name: Build
|
||||
shell: cmd
|
||||
run: |
|
||||
call "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\Common7\Tools\VsDevCmd.bat" ^
|
||||
for /f "usebackq tokens=*" %%i in (`"%ProgramFiles(x86)%\Microsoft Visual Studio\Installer\vswhere.exe" -latest -products Microsoft.VisualStudio.Product.BuildTools -requires Microsoft.VisualStudio.Component.VC.v141.x86.x64 Microsoft.VisualStudio.Component.VC.v141.xp -property installationPath`) do set "VS_PATH=%%i"
|
||||
call "%VS_PATH%\Common7\Tools\VsDevCmd.bat" ^
|
||||
&& cmake --build --preset windows-${{ matrix.arch }}-release
|
||||
|
||||
- name: Change executable file name
|
||||
- name: Download ce.dat
|
||||
uses: actions/download-artifact@v4
|
||||
with:
|
||||
name: ce-dat
|
||||
path: out/dist
|
||||
|
||||
- name: Package
|
||||
run: |
|
||||
mv out/build/windows-${{ matrix.arch }}/RelWithDebInfo/fallout2-ce.exe out/build/windows-${{ matrix.arch }}/RelWithDebInfo/fallout2-ce-${{ matrix.arch }}.exe
|
||||
mkdir -p out/dist/fallout2-ce-windows-${{ matrix.arch }}
|
||||
cp out/build/windows-${{ matrix.arch }}/RelWithDebInfo/fallout2-ce.exe out/dist/fallout2-ce-windows-${{ matrix.arch }}/fallout2-ce.exe
|
||||
cp out/dist/ce.dat out/dist/fallout2-ce-windows-${{ matrix.arch }}/ce.dat
|
||||
cd out/dist
|
||||
7z a fallout2-ce-windows-${{ matrix.arch }}.zip fallout2-ce-windows-${{ matrix.arch }}
|
||||
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: fallout2-ce-windows-${{ matrix.arch }}
|
||||
path: out/build/windows-${{ matrix.arch }}/RelWithDebInfo/fallout2-ce-${{ matrix.arch }}.exe
|
||||
path: out/dist/fallout2-ce-windows-${{ matrix.arch }}.zip
|
||||
retention-days: 7
|
||||
|
||||
|
||||
@@ -367,7 +446,8 @@ jobs:
|
||||
name: Release Continuous build
|
||||
runs-on: ubuntu-latest
|
||||
needs: [android, ios, linux, linux-armhf, linux-arm64, macos, windows]
|
||||
permissions: write-all
|
||||
permissions:
|
||||
contents: write
|
||||
steps:
|
||||
- name: Fetch artifacts
|
||||
if: ${{ always() && github.ref == 'refs/heads/main' && github.event_name == 'push' }}
|
||||
@@ -387,6 +467,7 @@ jobs:
|
||||
- name: Move unpacked artifacts to root folder
|
||||
if: ${{ always() && github.ref == 'refs/heads/main' && github.event_name == 'push' }}
|
||||
run: |
|
||||
rm -rf artifacts/ce-dat
|
||||
ls -Rlah .
|
||||
find .
|
||||
cd artifacts/
|
||||
|
||||
@@ -5,6 +5,9 @@ on:
|
||||
types:
|
||||
- closed
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
delete_pr_preview:
|
||||
name: Delete PR preview from gh-pages
|
||||
|
||||
@@ -5,15 +5,27 @@ on:
|
||||
types:
|
||||
- published
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
defaults:
|
||||
run:
|
||||
shell: bash
|
||||
|
||||
jobs:
|
||||
ce-dat:
|
||||
name: Build ce.dat
|
||||
uses: ./.github/workflows/reusable-build-ce-dat.yml
|
||||
with:
|
||||
preset: linux-x64-release
|
||||
|
||||
android:
|
||||
name: Android
|
||||
|
||||
runs-on: ubuntu-latest
|
||||
needs: [ce-dat]
|
||||
permissions:
|
||||
contents: write
|
||||
|
||||
steps:
|
||||
- name: Clone
|
||||
@@ -47,12 +59,21 @@ jobs:
|
||||
cd os/android
|
||||
./gradlew assembleRelease
|
||||
|
||||
- name: Download ce.dat
|
||||
uses: actions/download-artifact@v4
|
||||
with:
|
||||
name: ce-dat
|
||||
path: out/dist
|
||||
|
||||
- name: Upload
|
||||
run: |
|
||||
cd os/android/app/build/outputs/apk/release
|
||||
cp app-release.apk fallout2-ce-android.apk
|
||||
gh release upload ${{ github.event.release.tag_name }} fallout2-ce-android.apk
|
||||
rm fallout2-ce-android.apk
|
||||
mkdir -p out/dist/fallout2-ce-android
|
||||
cp os/android/app/build/outputs/apk/release/app-release.apk out/dist/fallout2-ce-android/fallout2-ce-android.apk
|
||||
cp out/dist/ce.dat out/dist/fallout2-ce-android/ce.dat
|
||||
cd out/dist
|
||||
zip -r fallout2-ce-android.zip fallout2-ce-android
|
||||
gh release upload ${{ github.event.release.tag_name }} fallout2-ce-android.zip
|
||||
rm fallout2-ce-android.zip
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
|
||||
@@ -60,6 +81,9 @@ jobs:
|
||||
name: iOS
|
||||
|
||||
runs-on: macos-14
|
||||
needs: [ce-dat]
|
||||
permissions:
|
||||
contents: write
|
||||
|
||||
steps:
|
||||
- name: Clone
|
||||
@@ -95,12 +119,21 @@ jobs:
|
||||
cd build
|
||||
cpack -C RelWithDebInfo
|
||||
|
||||
- name: Download ce.dat
|
||||
uses: actions/download-artifact@v4
|
||||
with:
|
||||
name: ce-dat
|
||||
path: out/dist
|
||||
|
||||
- name: Upload
|
||||
run: |
|
||||
cd build
|
||||
cp fallout2-ce.ipa fallout2-ce-ios.ipa
|
||||
gh release upload ${{ github.event.release.tag_name }} fallout2-ce-ios.ipa
|
||||
rm fallout2-ce-ios.ipa
|
||||
mkdir -p out/dist/fallout2-ce-ios
|
||||
cp build/fallout2-ce.ipa out/dist/fallout2-ce-ios/fallout2-ce-ios.ipa
|
||||
cp out/dist/ce.dat out/dist/fallout2-ce-ios/ce.dat
|
||||
cd out/dist
|
||||
zip -r fallout2-ce-ios.zip fallout2-ce-ios
|
||||
gh release upload ${{ github.event.release.tag_name }} fallout2-ce-ios.zip
|
||||
rm fallout2-ce-ios.zip
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
|
||||
@@ -108,6 +141,9 @@ jobs:
|
||||
name: Linux (${{ matrix.arch }})
|
||||
|
||||
runs-on: ubuntu-20.04
|
||||
needs: [ce-dat]
|
||||
permissions:
|
||||
contents: write
|
||||
|
||||
strategy:
|
||||
fail-fast: false
|
||||
@@ -164,10 +200,18 @@ jobs:
|
||||
-j $(nproc) \
|
||||
# EOL
|
||||
|
||||
- name: Download ce.dat
|
||||
uses: actions/download-artifact@v4
|
||||
with:
|
||||
name: ce-dat
|
||||
path: out/dist
|
||||
|
||||
- name: Upload
|
||||
run: |
|
||||
cd build
|
||||
tar -czvf fallout2-ce-linux-${{ matrix.arch }}.tar.gz fallout2-ce
|
||||
mkdir -p out/dist/fallout2-ce-linux-${{ matrix.arch }}
|
||||
cp build/fallout2-ce out/dist/fallout2-ce-linux-${{ matrix.arch }}/fallout2-ce
|
||||
cp out/dist/ce.dat out/dist/fallout2-ce-linux-${{ matrix.arch }}/ce.dat
|
||||
tar -czvf fallout2-ce-linux-${{ matrix.arch }}.tar.gz -C out/dist fallout2-ce-linux-${{ matrix.arch }}
|
||||
gh release upload ${{ github.event.release.tag_name }} fallout2-ce-linux-${{ matrix.arch }}.tar.gz
|
||||
rm fallout2-ce-linux-${{ matrix.arch }}.tar.gz
|
||||
env:
|
||||
@@ -177,6 +221,8 @@ jobs:
|
||||
name: macOS
|
||||
|
||||
runs-on: macos-11
|
||||
permissions:
|
||||
contents: write
|
||||
|
||||
steps:
|
||||
- name: Clone
|
||||
@@ -244,47 +290,59 @@ jobs:
|
||||
name: Windows (${{ matrix.arch }})
|
||||
|
||||
runs-on: windows-2025
|
||||
needs: [ce-dat]
|
||||
permissions:
|
||||
contents: write
|
||||
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
include:
|
||||
- arch: x86
|
||||
generator-platform: Win32
|
||||
- arch: x64
|
||||
generator-platform: x64
|
||||
|
||||
steps:
|
||||
- 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: build
|
||||
key: windows-${{ matrix.arch }}-cmake-v1
|
||||
path: out
|
||||
key: windows-${{ matrix.arch }}-cmake-v2
|
||||
|
||||
- name: Configure
|
||||
shell: cmd
|
||||
run: |
|
||||
call "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\Common7\Tools\VsDevCmd.bat" ^
|
||||
&& cmake -B build -G "Visual Studio 16 2019" -A ${{ matrix.generator-platform }}
|
||||
for /f "usebackq tokens=*" %%i in (`"%ProgramFiles(x86)%\Microsoft Visual Studio\Installer\vswhere.exe" -latest -products Microsoft.VisualStudio.Product.BuildTools -requires Microsoft.VisualStudio.Component.VC.v141.x86.x64 Microsoft.VisualStudio.Component.VC.v141.xp -property installationPath`) do set "VS_PATH=%%i"
|
||||
call "%VS_PATH%\Common7\Tools\VsDevCmd.bat" ^
|
||||
&& cmake --preset windows-${{ matrix.arch }}
|
||||
|
||||
- name: Build
|
||||
shell: cmd
|
||||
run: |
|
||||
call "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\Common7\Tools\VsDevCmd.bat" ^
|
||||
&& cmake --build build --config RelWithDebInfo
|
||||
for /f "usebackq tokens=*" %%i in (`"%ProgramFiles(x86)%\Microsoft Visual Studio\Installer\vswhere.exe" -latest -products Microsoft.VisualStudio.Product.BuildTools -requires Microsoft.VisualStudio.Component.VC.v141.x86.x64 Microsoft.VisualStudio.Component.VC.v141.xp -property installationPath`) do set "VS_PATH=%%i"
|
||||
call "%VS_PATH%\Common7\Tools\VsDevCmd.bat" ^
|
||||
&& cmake --build --preset windows-${{ matrix.arch }}-release
|
||||
|
||||
- name: Download ce.dat
|
||||
uses: actions/download-artifact@v4
|
||||
with:
|
||||
name: ce-dat
|
||||
path: out/dist
|
||||
|
||||
- name: Upload
|
||||
run: |
|
||||
cd build/RelWithDebInfo
|
||||
7z a fallout2-ce-windows-${{ matrix.arch }}.zip fallout2-ce.exe
|
||||
mkdir -p out/dist/fallout2-ce-windows-${{ matrix.arch }}
|
||||
cp out/build/windows-${{ matrix.arch }}/RelWithDebInfo/fallout2-ce.exe out/dist/fallout2-ce-windows-${{ matrix.arch }}/fallout2-ce.exe
|
||||
cp out/dist/ce.dat out/dist/fallout2-ce-windows-${{ matrix.arch }}/ce.dat
|
||||
cd out/dist
|
||||
7z a fallout2-ce-windows-${{ matrix.arch }}.zip fallout2-ce-windows-${{ matrix.arch }}
|
||||
gh release upload ${{ github.event.release.tag_name }} fallout2-ce-windows-${{ matrix.arch }}.zip
|
||||
rm fallout2-ce-windows-${{ matrix.arch }}.zip
|
||||
env:
|
||||
|
||||
@@ -0,0 +1,49 @@
|
||||
name: Reusable Build ce.dat
|
||||
|
||||
on:
|
||||
workflow_call:
|
||||
inputs:
|
||||
preset:
|
||||
required: true
|
||||
type: string
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
defaults:
|
||||
run:
|
||||
shell: bash
|
||||
|
||||
jobs:
|
||||
build-ce-dat:
|
||||
name: Build ce.dat
|
||||
runs-on: ubuntu-22.04
|
||||
|
||||
steps:
|
||||
- name: Clone
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Dependencies
|
||||
run: |
|
||||
sudo apt update
|
||||
sudo apt install libsdl2-dev zlib1g-dev
|
||||
|
||||
- name: Configure
|
||||
run: |
|
||||
cmake --preset ${{ inputs.preset }}
|
||||
|
||||
- name: Build ce-dat-tool
|
||||
run: |
|
||||
cmake --build --preset ${{ inputs.preset }} --target ce-dat-tool
|
||||
|
||||
- name: Create ce.dat
|
||||
run: |
|
||||
mkdir -p out/dist
|
||||
out/build/${{ inputs.preset }}/ce-dat-tool create files/ce.dat out/dist/ce.dat
|
||||
|
||||
- name: Upload ce.dat artifact
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ce-dat
|
||||
path: out/dist/ce.dat
|
||||
retention-days: 7
|
||||
+12
@@ -400,3 +400,15 @@ FodyWeavers.xsd
|
||||
# versioning header
|
||||
src/platform/git_version.h
|
||||
CMakeUserPresets.json
|
||||
|
||||
# Local configs for AI agents
|
||||
.opencode
|
||||
.agents
|
||||
.aider*
|
||||
.gemini
|
||||
.claude
|
||||
.mcp.json
|
||||
AGENTS.md
|
||||
CLAUDE.md
|
||||
GEMINI.md
|
||||
opencode.json
|
||||
+188
-22
@@ -20,7 +20,14 @@ set(CMAKE_CXX_STANDARD 17)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED YES)
|
||||
set(CMAKE_CXX_EXTENSIONS NO)
|
||||
|
||||
if(MSVC)
|
||||
add_compile_options($<$<COMPILE_LANGUAGE:CXX>:/EHsc>)
|
||||
endif()
|
||||
|
||||
option(FALLOUT_VENDORED "Use vendored third-party libraries" ON)
|
||||
option(FALLOUT_AUDIO_OGG "Enable OGG decoding with stb_vorbis when available" ON)
|
||||
|
||||
set(FALLOUT_STB_VORBIS_DIR "" CACHE PATH "Directory containing stb_vorbis.c")
|
||||
|
||||
if(ANDROID)
|
||||
add_library(${EXECUTABLE_NAME} SHARED)
|
||||
@@ -31,7 +38,9 @@ endif()
|
||||
# Git Info
|
||||
include("cmake/gitver.cmake")
|
||||
|
||||
target_sources(${EXECUTABLE_NAME} PUBLIC
|
||||
# Shared engine sources — used by both game and mapper targets.
|
||||
# Excludes main.cc/main.h (game-only entry logic).
|
||||
set(FALLOUT_ENGINE_SOURCES
|
||||
"src/actions.cc"
|
||||
"src/actions.h"
|
||||
"src/animation.cc"
|
||||
@@ -147,8 +156,6 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
|
||||
"src/lips.h"
|
||||
"src/loadsave.cc"
|
||||
"src/loadsave.h"
|
||||
"src/main.cc"
|
||||
"src/main.h"
|
||||
"src/mainmenu.cc"
|
||||
"src/mainmenu.h"
|
||||
"src/map_defs.h"
|
||||
@@ -176,6 +183,8 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
|
||||
"src/obj_types.h"
|
||||
"src/object.cc"
|
||||
"src/object.h"
|
||||
"src/ogg_decoder.cc"
|
||||
"src/ogg_decoder.h"
|
||||
"src/opcode_context.cc"
|
||||
"src/opcode_context.h"
|
||||
"src/options.cc"
|
||||
@@ -259,7 +268,7 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
|
||||
"src/xfile.h"
|
||||
)
|
||||
|
||||
target_sources(${EXECUTABLE_NAME} PUBLIC
|
||||
set(FALLOUT_PLATFORM_SOURCES
|
||||
"src/audio_engine.cc"
|
||||
"src/audio_engine.h"
|
||||
"src/delay.cc"
|
||||
@@ -293,6 +302,8 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
|
||||
"src/sfall_opcodes.cc"
|
||||
"src/sfall_opcodes.h"
|
||||
"src/sfall_script_hooks.cc"
|
||||
"src/script_sound.cc"
|
||||
"src/script_sound.h"
|
||||
"src/sfall_arrays.cc"
|
||||
"src/sfall_arrays.h"
|
||||
"src/sfall_animation.cc"
|
||||
@@ -305,12 +316,49 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
|
||||
"third_party/lodepng/lodepng.cpp"
|
||||
)
|
||||
|
||||
target_sources(${EXECUTABLE_NAME} PUBLIC
|
||||
${FALLOUT_ENGINE_SOURCES}
|
||||
"src/main.cc"
|
||||
"src/main.h"
|
||||
)
|
||||
|
||||
target_sources(${EXECUTABLE_NAME} PUBLIC ${FALLOUT_PLATFORM_SOURCES})
|
||||
|
||||
target_include_directories(${EXECUTABLE_NAME} PUBLIC "third_party/lodepng")
|
||||
|
||||
set(FALLOUT_HAVE_STB_VORBIS OFF)
|
||||
if(FALLOUT_AUDIO_OGG)
|
||||
if(EXISTS "${CMAKE_SOURCE_DIR}/third_party/stb_vorbis/stb_vorbis.c")
|
||||
set(_fallout_stb_vorbis_dir "${CMAKE_SOURCE_DIR}/third_party/stb_vorbis")
|
||||
else()
|
||||
set(_fallout_stb_vorbis_dir "${FALLOUT_STB_VORBIS_DIR}")
|
||||
if(NOT _fallout_stb_vorbis_dir)
|
||||
find_path(_fallout_stb_vorbis_dir
|
||||
NAMES "stb_vorbis.c"
|
||||
DOC "Directory containing stb_vorbis.c")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if(_fallout_stb_vorbis_dir AND EXISTS "${_fallout_stb_vorbis_dir}/stb_vorbis.c")
|
||||
set(FALLOUT_HAVE_STB_VORBIS ON)
|
||||
target_include_directories(${EXECUTABLE_NAME} PRIVATE "${_fallout_stb_vorbis_dir}")
|
||||
else()
|
||||
message(STATUS "OGG support disabled: stb_vorbis.c not found")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if(FALLOUT_HAVE_STB_VORBIS)
|
||||
target_compile_definitions(${EXECUTABLE_NAME} PRIVATE HAVE_STB_VORBIS=1)
|
||||
else()
|
||||
target_compile_definitions(${EXECUTABLE_NAME} PRIVATE HAVE_STB_VORBIS=0)
|
||||
endif()
|
||||
|
||||
if(IOS)
|
||||
target_sources(${EXECUTABLE_NAME} PUBLIC
|
||||
"src/platform/ios/paths.h"
|
||||
"src/platform/ios/paths.mm"
|
||||
"src/platform/ios/quick_toolbar.h"
|
||||
"src/platform/ios/quick_toolbar.cc"
|
||||
)
|
||||
endif()
|
||||
|
||||
@@ -363,6 +411,8 @@ if(APPLE)
|
||||
"os/macos/fallout2-ce.icns"
|
||||
)
|
||||
|
||||
target_link_libraries(${EXECUTABLE_NAME} "-framework CoreFoundation")
|
||||
|
||||
target_sources(${EXECUTABLE_NAME} PUBLIC ${RESOURCES})
|
||||
set_source_files_properties(${RESOURCES} PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
|
||||
|
||||
@@ -448,27 +498,143 @@ target_include_directories(${EXECUTABLE_NAME} PRIVATE ${ZLIB_INCLUDE_DIRS})
|
||||
target_link_libraries(${EXECUTABLE_NAME} ${SDL2_LIBRARIES})
|
||||
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${SDL2_INCLUDE_DIRS})
|
||||
|
||||
add_executable(fallout2-dat
|
||||
"tools/dat_tool.cc"
|
||||
"src/dfile.cc"
|
||||
"src/platform_compat.cc"
|
||||
)
|
||||
|
||||
if(APPLE)
|
||||
set_target_properties(fallout2-dat PROPERTIES
|
||||
XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED "NO"
|
||||
XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED "NO"
|
||||
if((NOT ANDROID) AND (NOT IOS) AND (NOT CMAKE_SYSTEM_NAME MATCHES "Emscripten"))
|
||||
add_executable(ce-dat-tool
|
||||
"tools/dat_tool.cc"
|
||||
"tools/dat_archive.cc"
|
||||
"tools/fo1_dat_lzss.cc"
|
||||
"src/dfile.cc"
|
||||
"src/platform_compat.cc"
|
||||
)
|
||||
|
||||
if(APPLE)
|
||||
set_target_properties(ce-dat-tool PROPERTIES
|
||||
XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED "NO"
|
||||
XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED "NO"
|
||||
)
|
||||
endif()
|
||||
|
||||
target_link_libraries(ce-dat-tool
|
||||
fpattern_windows::fpattern_windows
|
||||
${ZLIB_LIBRARIES}
|
||||
${SDL2_LIBRARIES}
|
||||
)
|
||||
if(WIN32)
|
||||
target_link_libraries(ce-dat-tool winmm)
|
||||
endif()
|
||||
target_include_directories(ce-dat-tool PRIVATE "src")
|
||||
target_include_directories(ce-dat-tool PRIVATE ${ZLIB_INCLUDE_DIRS})
|
||||
target_include_directories(ce-dat-tool PRIVATE ${SDL2_INCLUDE_DIRS})
|
||||
|
||||
add_executable(ce-frm2png
|
||||
"tools/ce_frm2png.cc"
|
||||
"src/platform_compat.cc"
|
||||
"third_party/lodepng/lodepng.cpp"
|
||||
)
|
||||
|
||||
if(APPLE)
|
||||
set_target_properties(ce-frm2png PROPERTIES
|
||||
XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED "NO"
|
||||
XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED "NO"
|
||||
)
|
||||
endif()
|
||||
|
||||
target_include_directories(ce-frm2png PRIVATE "src")
|
||||
target_include_directories(ce-frm2png PRIVATE "third_party/lodepng")
|
||||
target_include_directories(ce-frm2png PRIVATE ${SDL2_INCLUDE_DIRS})
|
||||
target_include_directories(ce-frm2png PRIVATE ${ZLIB_INCLUDE_DIRS})
|
||||
target_link_libraries(ce-frm2png ${SDL2_LIBRARIES})
|
||||
target_link_libraries(ce-frm2png ${ZLIB_LIBRARIES})
|
||||
|
||||
if(APPLE)
|
||||
file(GLOB_RECURSE CE_DAT_INPUTS CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/files/ce.dat/*")
|
||||
set(CE_DAT_RESOURCE_PATH "${CMAKE_CURRENT_BINARY_DIR}/ce.dat")
|
||||
|
||||
add_custom_command(
|
||||
OUTPUT "${CE_DAT_RESOURCE_PATH}"
|
||||
COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_CURRENT_BINARY_DIR}"
|
||||
COMMAND $<TARGET_FILE:ce-dat-tool> create "${CMAKE_SOURCE_DIR}/files/ce.dat" "${CE_DAT_RESOURCE_PATH}"
|
||||
DEPENDS ce-dat-tool ${CE_DAT_INPUTS}
|
||||
COMMENT "Generating ce.dat for app bundle"
|
||||
VERBATIM
|
||||
)
|
||||
|
||||
add_custom_target(ce-dat-resource DEPENDS "${CE_DAT_RESOURCE_PATH}")
|
||||
add_dependencies(${EXECUTABLE_NAME} ce-dat-resource)
|
||||
|
||||
target_sources(${EXECUTABLE_NAME} PRIVATE "${CE_DAT_RESOURCE_PATH}")
|
||||
set_source_files_properties("${CE_DAT_RESOURCE_PATH}" PROPERTIES
|
||||
GENERATED TRUE
|
||||
MACOSX_PACKAGE_LOCATION "Resources")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
target_link_libraries(fallout2-dat
|
||||
fpattern_windows::fpattern_windows
|
||||
${ZLIB_LIBRARIES}
|
||||
${SDL2_LIBRARIES}
|
||||
)
|
||||
target_include_directories(fallout2-dat PRIVATE "src")
|
||||
target_include_directories(fallout2-dat PRIVATE ${ZLIB_INCLUDE_DIRS})
|
||||
target_include_directories(fallout2-dat PRIVATE ${SDL2_INCLUDE_DIRS})
|
||||
if((NOT ANDROID) AND (NOT IOS) AND (NOT CMAKE_SYSTEM_NAME MATCHES "Emscripten"))
|
||||
if(WIN32)
|
||||
add_executable(mapper-ce WIN32)
|
||||
else()
|
||||
add_executable(mapper-ce)
|
||||
endif()
|
||||
|
||||
target_sources(mapper-ce PUBLIC
|
||||
${FALLOUT_ENGINE_SOURCES}
|
||||
${FALLOUT_PLATFORM_SOURCES}
|
||||
"src/mapper/map_func.cc"
|
||||
"src/mapper/map_func.h"
|
||||
"src/mapper/mapper.cc"
|
||||
"src/mapper/mapper.h"
|
||||
"src/mapper/mp_instance.cc"
|
||||
"src/mapper/mp_instance.h"
|
||||
"src/mapper/mp_proto.cc"
|
||||
"src/mapper/mp_proto.h"
|
||||
"src/mapper/mp_scrpt.cc"
|
||||
"src/mapper/mp_scrpt.h"
|
||||
"src/mapper/mp_targt.cc"
|
||||
"src/mapper/mp_targt.h"
|
||||
"src/mapper/mp_text.cc"
|
||||
"src/mapper/mp_text.h"
|
||||
)
|
||||
|
||||
target_compile_definitions(mapper-ce PUBLIC FALLOUT_MAPPER)
|
||||
|
||||
if(WIN32)
|
||||
target_compile_definitions(mapper-ce PUBLIC
|
||||
_CRT_SECURE_NO_WARNINGS
|
||||
_CRT_NONSTDC_NO_WARNINGS
|
||||
NOMINMAX
|
||||
WIN32_LEAN_AND_MEAN
|
||||
_STATIC_CPPLIB
|
||||
)
|
||||
target_link_libraries(mapper-ce
|
||||
winmm
|
||||
debug libcpmtd
|
||||
optimized libcpmt
|
||||
)
|
||||
target_sources(mapper-ce PUBLIC
|
||||
"os/windows/fallout2-ce.rc"
|
||||
)
|
||||
endif()
|
||||
|
||||
if(APPLE)
|
||||
target_link_libraries(mapper-ce "-framework CoreFoundation")
|
||||
set_target_properties(mapper-ce PROPERTIES
|
||||
XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED "NO"
|
||||
XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED "NO"
|
||||
)
|
||||
endif()
|
||||
|
||||
target_include_directories(mapper-ce PUBLIC "third_party/lodepng")
|
||||
target_include_directories(mapper-ce PRIVATE "src")
|
||||
target_include_directories(mapper-ce PRIVATE ${ZLIB_INCLUDE_DIRS})
|
||||
target_include_directories(mapper-ce PRIVATE ${SDL2_INCLUDE_DIRS})
|
||||
|
||||
target_link_libraries(mapper-ce
|
||||
fpattern::fpattern
|
||||
fpattern_windows::fpattern_windows
|
||||
${ZLIB_LIBRARIES}
|
||||
${SDL2_LIBRARIES}
|
||||
)
|
||||
endif()
|
||||
|
||||
if(APPLE)
|
||||
if(IOS)
|
||||
|
||||
+90
-10
@@ -2,25 +2,105 @@
|
||||
|
||||
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.
|
||||
|
||||
For current sfall compatibility status and the remaining work needed to close gaps, see [SFALL_COMPATIBILITY.md](SFALL_COMPATIBILITY.md).
|
||||
|
||||
## Building
|
||||
|
||||
The project uses CMake, so building mostly comes down to picking the right preset.
|
||||
|
||||
## Commandline arguments
|
||||
|
||||
- `--scan-unimplemented` - do an analysis of opcodes and hooks used by loaded mods
|
||||
- `--dev-load-game=1` - load the given save game automatically (useful for LLM automation)
|
||||
|
||||
### macOS
|
||||
|
||||
- Install the Command Line Tools if needed: `xcode-select --install`
|
||||
- Install the common build dependencies: `brew install cmake ninja`
|
||||
- Configure and build:
|
||||
|
||||
```sh
|
||||
cmake -S . -B out/build/macos -G Ninja -DCMAKE_BUILD_TYPE=Debug
|
||||
cmake --build out/build/macos --target fallout2-ce
|
||||
```
|
||||
|
||||
### Linux
|
||||
|
||||
Install SDL and a toolchain:
|
||||
|
||||
- Debian / Ubuntu:
|
||||
```sh
|
||||
sudo apt install build-essential cmake ninja-build libsdl2-dev zlib1g-dev
|
||||
```
|
||||
- Fedora:
|
||||
```sh
|
||||
sudo dnf install gcc-c++ cmake ninja-build SDL2-devel zlib-devel
|
||||
```
|
||||
- Arch Linux:
|
||||
```sh
|
||||
sudo pacman -S base-devel cmake ninja sdl2 zlib
|
||||
```
|
||||
|
||||
Then build:
|
||||
```
|
||||
cmake -S . -B out/build/linux-x64-debug -G Ninja -DCMAKE_BUILD_TYPE=Debug
|
||||
cmake --build out/build/linux-x64-debug --target fallout2-ce
|
||||
```
|
||||
|
||||
### Windows
|
||||
|
||||
TODO: add Visual Studio build instructions. This will likely need a Visual Studio generator or preset plus the MSVC toolchain and Windows SDK.
|
||||
|
||||
## `.dat` CLI Tool
|
||||
|
||||
There is a small command-line archive tool in this repo for inspecting Fallout `.dat` files using the same reader implementation as the game.
|
||||
There is a small command-line archive tool in this repo for inspecting Fallout `.dat` files. It supports both Fallout 2 and Fallout 1 archives.
|
||||
|
||||
Build it with `make TARGET=fallout2-dat`.
|
||||
From the repo root, build it with your normal CMake workflow, targeting `ce-dat-tool`:
|
||||
|
||||
The executable is written to your selected `BUILD_DIR`, so the default path is `out/build/local-debug-arm64/fallout2-dat` on this macOS setup, but other platforms or custom build directories will differ.
|
||||
`cmake --build out/build/<preset-name> --target ce-dat-tool`
|
||||
|
||||
The current tool is read-only. Available commands:
|
||||
The executable is written to your selected build directory, so the exact path will vary by preset and configuration.
|
||||
|
||||
1. `./<BUILD_DIR>/fallout2-dat <archive.dat> list [pattern]`
|
||||
2. `./<BUILD_DIR>/fallout2-dat <archive.dat> info [pattern]`
|
||||
3. `./<BUILD_DIR>/fallout2-dat <archive.dat> extract [--lower] <output-dir> [pattern]`
|
||||
4. `./<BUILD_DIR>/fallout2-dat <archive.dat> cat <entry>`
|
||||
Available commands:
|
||||
|
||||
1. `./<BUILD_DIR>/ce-dat-tool <archive.dat> list [pattern]`
|
||||
2. `ce-dat-tool <archive.dat> info [pattern]`
|
||||
3. `ce-dat-tool <archive.dat> extract [--lower] <output-dir> [pattern]`
|
||||
4. `ce-dat-tool <archive.dat> cat <entry>`
|
||||
5. `ce-dat-tool create <input-dir> <archive.dat>`
|
||||
|
||||
Use `--lower` with `extract` when you want every extracted file and directory name forced to lowercase.
|
||||
For example, from `/Applications/Fallout2Codex` you can run:
|
||||
For example:
|
||||
|
||||
`/Users/klaas/game/fallout2-ce/out/build/local-debug-arm64/fallout2-dat master.dat extract --lower /tmp/fallout2-dat-lower data\\*`
|
||||
`ce-dat-tool master.dat extract --lower /tmp/ce-dat-tool-lower data\\*`
|
||||
|
||||
## `ce-frm2png` CLI Tool
|
||||
|
||||
There is also a small FRM conversion tool in this repo for exporting Fallout `.frm` art to `.png`.
|
||||
|
||||
From the repo root, build it with your normal CMake workflow, targeting `ce-frm2png`:
|
||||
|
||||
`cmake --build out/build/<preset-name> --target ce-frm2png`
|
||||
|
||||
The executable is written to your selected build directory, so the exact path will vary by preset and configuration.
|
||||
|
||||
Basic usage:
|
||||
|
||||
1. `./<BUILD_DIR>/ce-frm2png <input.frm> [output.png]`
|
||||
2. `./<BUILD_DIR>/ce-frm2png <input.frm> [output.png] --palette <path-to-color.pal>`
|
||||
3. `./<BUILD_DIR>/ce-frm2png <input.frm> [output.png] --frame <index> --direction <index>`
|
||||
4. `./<BUILD_DIR>/ce-frm2png - [output.png|-] --palette <path-to-color.pal>`
|
||||
|
||||
`-` can be used to take input from stdin (e.g. from `ce-dat-tool cat` or write to stdout).
|
||||
|
||||
If `--palette` isn't specified, it will pick up `color.pal` in the .frm's directory or cwd.
|
||||
|
||||
Notes:
|
||||
|
||||
- The tool expects a raw `color.pal` file. It does not read palettes directly from `master.dat`, so extract `color.pal` first if needed.
|
||||
- A typical extraction flow is: `ce-dat-tool master.dat extract --lower . 'color.pal'`
|
||||
- By default palette index `0` becomes transparent in the output PNG. Pass `--opaque` to keep it opaque.
|
||||
- The current implementation writes RGBA PNGs. It does not preserve the original Fallout palette indices as a palette-indexed PNG.
|
||||
|
||||
## Updating SDL
|
||||
|
||||
|
||||
@@ -1,18 +1,22 @@
|
||||
# Fallout 2 Community Edition
|
||||
# Fallout 2 Community Engine
|
||||
|
||||
Fallout 2 Community Edition is a fully working re-implementation of Fallout 2, with the same original gameplay, engine bugfixes, and some quality of life improvements, that works (mostly) hassle-free on multiple platforms. This is a fork of the original project, which isn't getting regular updates.
|
||||
Fallout 2 Community Engine is a fully working re-implementation of the Fallout 2 engine, optimized for a hassle-free experience on multiple platforms. It provides high resolution support, quality-of-life improvements, and dozens of bug fixes.
|
||||
|
||||
Popular Fallout 2 total conversion mods are partially supported. Original versions of Nevada and Sonora (that do not rely on extended features provided by Sfall) work. [Fallout 2 Restoration Project](https://github.com/BGforgeNet/Fallout2_Restoration_Project), [Fallout Et Tu](https://github.com/rotators/Fo1in2) and [Olympus 2207](https://olympus2207.com) are not yet supported. Other mods (particularly Resurrection and Yesterday) are not tested.
|
||||
This is a fork of the original Fallout2: CE project, which is no longer getting regular updates.
|
||||
|
||||
There is also [Fallout Community Edition](https://github.com/alexbatalov/fallout1-ce) (not affiliated with this fork).
|
||||
Popular Fallout 2 total conversion mods are partially supported. Original versions of Nevada and Sonora (that do not rely on extended features provided by Sfall) work. [Fallout 2 Restoration Project](https://github.com/BGforgeNet/Fallout2_Restoration_Project) is supported (in Beta). [Fallout Et Tu](https://github.com/rotators/Fo1in2) and [Olympus 2207](https://olympus2207.com) are not yet supported. Other mods (particularly Resurrection and Yesterday) are not tested.
|
||||
|
||||
Fallout2: CE has broad (though not total) compatibility with [Sfall](https://github.com/sfall-team/sfall) scripting extensions. Many traditional Fallout mods work out of the box.
|
||||
|
||||
There is also [Fallout 1 Community Edition](https://github.com/alexbatalov/fallout1-ce) (not affiliated with this fork).
|
||||
|
||||
## Installation
|
||||
|
||||
You must own the game to play. Purchase your copy on [GOG](https://www.gog.com/game/fallout_2), [Epic Games](https://store.epicgames.com/p/fallout-2) or [Steam](https://store.steampowered.com/app/38410). Download latest [release](https://github.com/fallout2-ce/fallout2-ce/releases) or build from source.
|
||||
You *must* own the game to play. Purchase your copy on [GOG](https://www.gog.com/game/fallout_2), [Epic Games](https://store.epicgames.com/p/fallout-2) or [Steam](https://store.steampowered.com/app/38410). Download latest [release](https://github.com/fallout2-ce/fallout2-ce/releases) or build from source.
|
||||
|
||||
### Windows
|
||||
|
||||
Download and copy `fallout2-ce.exe` to your `Fallout2` folder. It serves as a drop-in replacement for `fallout2.exe`.
|
||||
[Download](https://github.com/fallout2-ce/fallout2-ce/releases) and unzip into your `Fallout2` folder. Launch the game using `fallout2-ce.exe`.
|
||||
|
||||
### Linux
|
||||
|
||||
@@ -22,17 +26,10 @@ Download and copy `fallout2-ce.exe` to your `Fallout2` folder. It serves as a dr
|
||||
|
||||
```console
|
||||
$ sudo apt install innoextract
|
||||
$ innoextract ~/Downloads/setup_fallout2_2.1.0.18.exe -I app
|
||||
$ mv app Fallout2
|
||||
$ innoextract ~/Downloads/setup_fallout_2_1.02_gog_v1_\(77792\).exe -d Fallout2
|
||||
```
|
||||
|
||||
- Download and copy `fallout2-ce` to this folder.
|
||||
|
||||
- Install [SDL2](https://libsdl.org/download-2.0.php):
|
||||
|
||||
```console
|
||||
$ sudo apt install libsdl2-2.0-0
|
||||
```
|
||||
- Download the Linux release archive, extract `fallout2-ce` and `ce.dat`, and copy them into this folder.
|
||||
|
||||
- Run `./fallout2-ce`.
|
||||
|
||||
@@ -48,13 +45,13 @@ $ sudo apt install libsdl2-2.0-0
|
||||
|
||||
```console
|
||||
$ brew install innoextract
|
||||
$ innoextract ~/Downloads/setup_fallout2_2.1.0.18.exe -I app
|
||||
$ mv app /Applications/Fallout2
|
||||
$ innoextract ~/Downloads/setup_fallout_2_1.02_gog_v1_\(77792\).exe -d fallout2
|
||||
$ mv fallout2 /Applications/Fallout2
|
||||
```
|
||||
|
||||
- Download and copy `fallout2-ce.app` to this folder.
|
||||
- [Download](https://github.com/fallout2-ce/fallout2-ce/releases) and copy `Fallout II Community Edition.app` to this folder.
|
||||
|
||||
- Run `fallout2-ce.app`.
|
||||
- Run `Fallout II Community Edition.app`.
|
||||
|
||||
### Android
|
||||
|
||||
@@ -66,9 +63,11 @@ $ mv app /Applications/Fallout2
|
||||
|
||||
> **NOTE**: From Android standpoint release and debug builds are different apps. Both apps require their own copy of game assets and have their own savegames. This is intentional. As a gamer just stick with release version and check for updates.
|
||||
|
||||
- Use Windows installation as a base - it contains data assets needed to play. Copy `Fallout2` folder to your device, for example to `Downloads`. You need `master.dat`, `critter.dat`, `patch000.dat`, and `data` folder. Watch for file names - keep (or make) them lowercased (see [Configuration](#configuration)).
|
||||
- Download the Android [release](https://github.com/fallout2-ce/fallout2-ce/releases), which contains an .apk file and `ce.dat`.
|
||||
|
||||
- Download `fallout2-ce.apk` and copy it to your device. Open it with file explorer, follow instructions (install from unknown source).
|
||||
- Use Windows installation as a base - it contains data assets needed to play. Copy `Fallout2` folder to your device, for example to `Downloads`. You need `master.dat`, `critter.dat`, `patch000.dat`, and `data` folder. Watch for file names - keep (or make) them lowercased (see [Configuration](#configuration)). Copy `ce.dat` into this folder.
|
||||
|
||||
- Copy `fallout2-ce.apk` from the release to your device. Open it with file explorer, follow instructions (install from unknown source).
|
||||
|
||||
- When you run the game for the first time it will immediately present file picker. Select the folder from the first step. Wait until this data is copied. A loading dialog will appear, just wait for about 30 seconds. If you're installing total conversion mod or localized version with a large number of unpacked resources in `data` folder it can take up to 20 minutes. Once copied, the game will start automatically.
|
||||
|
||||
@@ -80,7 +79,21 @@ $ mv app /Applications/Fallout2
|
||||
|
||||
- Run the game once. You'll see error message saying "Couldn't find/load text fonts". This step is needed for iOS to expose the game via File Sharing feature.
|
||||
|
||||
- Use Finder (macOS Catalina and later) or iTunes (Windows and macOS Mojave or earlier) to copy `master.dat`, `critter.dat`, `patch000.dat`, and `data` folder to "Fallout 2" app ([how-to](https://support.apple.com/HT210598)). Watch for file names - keep (or make) them lowercased (see [Configuration](#configuration)).
|
||||
- Use Finder (macOS Catalina and later) or iTunes (Windows and macOS Mojave or earlier) to copy `master.dat`, `critter.dat`, `patch000.dat`, `ce.dat`, and `data` folder to "Fallout 2" app ([how-to](https://support.apple.com/HT210598)). Watch for file names - keep (or make) them lowercased (see [Configuration](#configuration)).
|
||||
|
||||
-
|
||||
|
||||
**Controls on iPad:**
|
||||
|
||||
- One-finger tap → left click; hold → left button held.
|
||||
- Two-finger tap → right click (cycles cursor mode between walk and attack).
|
||||
- One-finger drag → scroll map / windows.
|
||||
- Two-finger drag → mouse wheel.
|
||||
- **Three-finger swipe down → ESC** (opens options / main menu).
|
||||
- **Four-finger long press → F6** (quicksave). Hold four fingers on the screen for about half a second.
|
||||
- **Three-finger long press → hold Shift** (highlights interactable objects — containers, doors, items — while held).
|
||||
- Taps on the HUD (interface bar / end-turn / end-combat buttons) act as direct touches so small buttons are easy to hit without aiming.
|
||||
- A Bluetooth keyboard works for everything else (numbered dialog choices, load game, etc.).
|
||||
|
||||
### Browser
|
||||
|
||||
@@ -98,7 +111,7 @@ The `sound` folder (with `music` folder inside) might be located either in `data
|
||||
|
||||
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:
|
||||
Here are some important settings in `fallout2.cfg` under the `[screen]` and `[ui]` sections. See [the example config](https://github.com/fallout2-ce/fallout2-ce/tree/refs/heads/main/files/fallout2.cfg) for a full list of settings.
|
||||
|
||||
```ini
|
||||
[screen]
|
||||
@@ -108,12 +121,12 @@ 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)
|
||||
|
||||
[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)
|
||||
;Set to 1 to expand the barter/trade window vertically, adding a 4th item slot per side (requires ce.dat)
|
||||
expand_barter_window=1
|
||||
;Maximum number of columns shown in the main inventory and loot/steal windows (valid range: 1..2)
|
||||
inventory_columns=2
|
||||
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)
|
||||
quick_toolbar_visible=0 ; Skills quick access toolbar visibility (iOS only) (0=hidden, 1=visible)
|
||||
```
|
||||
|
||||
**Recommendations:**
|
||||
@@ -124,28 +137,27 @@ ignore_map_edges=0 ; Hi-res map scroll edges (0=enabled, 1=ignored)
|
||||
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)
|
||||
|
||||
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)
|
||||
|
||||
## Quality of life benefits over vanilla Fallout
|
||||
|
||||
* High resolution support
|
||||
* Expanded 2-column inventory
|
||||
* Expanded 4-row barter screen
|
||||
* Expanded AP bar
|
||||
* Increased pathfinding nodes 5x for more accurate pathfinding
|
||||
* Ctrl-click to quickly move items when bartering, looting, or stealing
|
||||
* _a_ to select "all" when selecting item quantity
|
||||
* _a_ to `Take All` when looting
|
||||
* When bartering, caps default to the right amount to balance the trade (if possible)
|
||||
* Music continues playing between maps (requires config)
|
||||
* Auto open doors (requires config)
|
||||
* Music continues playing between maps
|
||||
* Auto open doors
|
||||
|
||||
## Contributing
|
||||
|
||||
Integrating Sfall goodies is the top priority. Quality of life updates are OK too. Please no large scale refactorings at this time as we need to reconcile changes from Reference Edition, which will make this process slow and error-prone. In any case open up an issue with your suggestion or to notify other people that something is being worked on.
|
||||
For build instructions and contributor notes, see [CONTRIBUTING.md](CONTRIBUTING.md).
|
||||
|
||||
### Integrating Sfall
|
||||
Integrating Sfall goodies is the top priority. Quality of life updates are OK too. In any case open up an issue with your suggestion or to notify other people that something is being worked on.
|
||||
|
||||
There are literally hundreds if not thousands of fixes and features in sfall. I guess not all of them are needed in Community Edition, but for the sake of compatibility with big mods out there, let's integrate them all.
|
||||
For current sfall compatibility status and the remaining work needed to close gaps, see [SFALL_COMPATIBILITY.md](SFALL_COMPATIBILITY.md).
|
||||
|
||||
## License
|
||||
|
||||
|
||||
+13
-13
@@ -43,7 +43,7 @@ See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/)
|
||||
| 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 |
|
||||
| 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… | - |
|
||||
| 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… | - |
|
||||
@@ -52,16 +52,16 @@ See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/)
|
||||
| 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 | - |
|
||||
| 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… | - |
|
||||
| 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 | - |
|
||||
| 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… | - |
|
||||
| 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 | - |
|
||||
| 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/set_bodypart_hit_modifier, combat_data, get/set_critter_current_ap, get/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… | - |
|
||||
@@ -72,7 +72,7 @@ See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/)
|
||||
| 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/set/remove_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 | - |
|
||||
| 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>gdialog_get_barter_mod<br>get/set_unspent_ap_bonus<br>get/<br>set_base_pickpocket_mod<br>set_critter_pickpocket_mod<br>get/set_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. |
|
||||
|
||||
@@ -81,7 +81,7 @@ See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/)
|
||||
| Hook | ID | Compatibility | Notes |
|
||||
| --- | --- | --- | --- |
|
||||
| ToHit | `HOOK_TOHIT` | âś… | - |
|
||||
| AfterHitRoll | `HOOK_AFTERHITROLL` | đźš« | Et tu |
|
||||
| AfterHitRoll | `HOOK_AFTERHITROLL` | âś… | Overriding `defender` leaves a lot of attack variables in previous state (e.g. distance, ->oops, roundsHitMainTarget) |
|
||||
| CalcAPCost | `HOOK_CALCAPCOST` | âś… | - |
|
||||
| DeathAnim1 | `HOOK_DEATHANIM1` | đźš« | Use DEATHANIM2 instead |
|
||||
| DeathAnim2 | `HOOK_DEATHANIM2` | âś… | - |
|
||||
@@ -94,24 +94,24 @@ See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/)
|
||||
| BarterPrice | `HOOK_BARTERPRICE` | âś… | - |
|
||||
| MoveCost | `HOOK_MOVECOST` | đźš« | - |
|
||||
| ItemDamage | `HOOK_ITEMDAMAGE` | đźš« | - |
|
||||
| AmmoCost | `HOOK_AMMOCOST` | đźš« | Et tu |
|
||||
| AmmoCost | `HOOK_AMMOCOST` | âś… | Requires `check_weapon_ammo_cost=1` if you want pre-attack ammo validation to respect per-shot/per-round overrides. |
|
||||
| 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 |
|
||||
| Steal | `HOOK_STEAL` | âś… | - |
|
||||
| WithinPerception | `HOOK_WITHINPERCEPTION` | âś… | - |
|
||||
| InventoryMove | `HOOK_INVENTORYMOVE` | âś… | - |
|
||||
| InvenWield | `HOOK_INVENWIELD` | đźš« | - |
|
||||
| AdjustFID | `HOOK_ADJUSTFID` | đźš« | - |
|
||||
| InvenWield | `HOOK_INVENWIELD` | âś… | - |
|
||||
| AdjustFID | `HOOK_ADJUSTFID` | âś… | Second hook arg currently matches the first because CE has no internal FID modifiers like Hero Appearance. |
|
||||
| CombatTurn | `HOOK_COMBATTURN` | âś… | - |
|
||||
| StdProcedure | `HOOK_STDPROCEDURE` | âś… | - |
|
||||
| StdProcedureEnd | `HOOK_STDPROCEDURE_END` | âś… | - |
|
||||
| CarTravel | `HOOK_CARTRAVEL` | đźš« | - |
|
||||
| SetGlobalVar | `HOOK_SETGLOBALVAR` | đźš« | - |
|
||||
| RestTimer | `HOOK_RESTTIMER` | đźš« | Et tu |
|
||||
| RestTimer | `HOOK_RESTTIMER` | âś… | CE is slightly more strict: only `ret0 == 1` interrupts. Ticks wrap every 6.8y; do not rely on them for absolute game time. |
|
||||
| GameModeChange | `HOOK_GAMEMODECHANGE` | âś… | - |
|
||||
| UseAnimObj | `HOOK_USEANIMOBJ` | đźš« | Et tu; (maybe) |
|
||||
| ExplosiveTimer | `HOOK_EXPLOSIVETIMER` | đźš« | - |
|
||||
| ExplosiveTimer | `HOOK_EXPLOSIVETIMER` | âś… | - |
|
||||
| DescriptionObj | `HOOK_DESCRIPTIONOBJ` | đźš« | Et tu |
|
||||
| UseSkillOn | `HOOK_USESKILLON` | đźš« | Et tu |
|
||||
| OnExplosion | `HOOK_ONEXPLOSION` | đźš« | (maybe) |
|
||||
@@ -124,5 +124,5 @@ See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/)
|
||||
| AdjustRads | `HOOK_ADJUSTRADS` | đźš« | (maybe) |
|
||||
| RollCheck | `HOOK_ROLLCHECK` | đźš« | - |
|
||||
| BestWeapon | `HOOK_BESTWEAPON` | đźš« | - |
|
||||
| CanUseWeapon | `HOOK_CANUSEWEAPON` | đźš« | - |
|
||||
| CanUseWeapon | `HOOK_CANUSEWEAPON` | âś… | - |
|
||||
| BuildSfxWeapon | `HOOK_BUILDSFXWEAPON` | đźš« | - |
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -74,6 +74,9 @@ bonus_hth_damage_fix=1
|
||||
remove_critical_time_limits=0
|
||||
; Set to 1 to allow science and repair to be used on the player, or 2 for all critters (rather than only brahmin/robots).
|
||||
science_on_critters=0
|
||||
; Set to 1 to make pre-attack ammo checks respect weapon ammo cost and HOOK_AMMOCOST type 1 overrides.
|
||||
; Set to 0 to preserve vanilla behavior where one loaded round is enough to attempt the attack.
|
||||
check_weapon_ammo_cost=1
|
||||
; Set to 1 to enable modified burst bullet distribution (spray mod).
|
||||
burst_enabled=0
|
||||
; Ratio of bullets going to the center group vs. left/right in burst attacks. Multiplier is capped at divisor.
|
||||
|
||||
@@ -22,6 +22,10 @@ save_text_maps=0
|
||||
show_pid_numbers=0
|
||||
sort_script_list=0
|
||||
use_art_not_protos=0
|
||||
; Allows to load a certain map right away after loading the mapper.
|
||||
map=denbus2
|
||||
; Allows to disable grid item picker and use a simpler list-based picker.
|
||||
use_grid_item_picker=1
|
||||
|
||||
[preferences]
|
||||
brightness=1.000000
|
||||
@@ -94,8 +98,14 @@ auto_quick_save=3
|
||||
display_bonus_damage=1
|
||||
;Set to 1 to get notification of karma changes in the notification window
|
||||
display_karma_changes=0
|
||||
;Set to 1 to use the hi-res dialog border/background at resolutions above 640x480. Requires art\intrface\HR_ALLTLK.FRM (for example from f2_res.dat)
|
||||
enable_dialog_border=1
|
||||
;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
|
||||
;Set to 1 to extend the action points bar to show up to 16 AP instead of 10 (requires iface_apbar_e.frm)
|
||||
extend_ap_bar=0
|
||||
;Set to 1 to expand the barter/trade window vertically, adding a 4th item slot per side (requires barter_e.frm, trade_e.frm, and a screen height of at least 528 pixels)
|
||||
expand_barter_window=0
|
||||
iface_bar_mode=0
|
||||
iface_bar_side_art=2
|
||||
iface_bar_sides_ori=0
|
||||
@@ -107,9 +117,14 @@ numbers_in_dialogue=0
|
||||
;Set to 2 to also skip the splash screen
|
||||
skip_opening_movies=0
|
||||
splash_screen_size=1
|
||||
;Maximum number of columns shown in the main inventory and loot/steal windows (valid range: 1..2)
|
||||
;2-column Loot/steal window requires minimum screen width of 673px
|
||||
inventory_columns=2
|
||||
|
||||
[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
|
||||
; Allow switching to companions' inventories in loot screens (and barter, in the future)
|
||||
party_loot_and_barter=1
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
|
||||
|
||||
|
||||
#define ARRAY_MAX_STRING (255)
|
||||
#define ARRAY_MAX_STRING (1024)
|
||||
#define ARRAY_MAX_SIZE (100000)
|
||||
|
||||
procedure array_test_suite begin
|
||||
@@ -82,8 +82,8 @@ procedure array_test_suite begin
|
||||
call assertEquals("string_split", get_array(string_split("this+is+good", "+"), 2), "good");
|
||||
call assertEquals("string_split 2", len_array(string_split("advice", "")), 6);
|
||||
s := "";
|
||||
for (i := 0; i < ARRAY_MAX_STRING+30; i+=10) begin
|
||||
s += "Verbosity.";
|
||||
for (i := 0; i < ARRAY_MAX_STRING+1; i+=100) begin
|
||||
s += "Verbosity.Verbosity.Verbosity.Verbosity.Verbosity.Verbosity.Verbosity.Verbosity.Verbosity.Verbosity.";
|
||||
end
|
||||
arr[0] := s;
|
||||
call assertEquals("array max string", strlen(arr[0]), ARRAY_MAX_STRING-1);
|
||||
@@ -141,8 +141,6 @@ procedure array_test_suite begin
|
||||
end
|
||||
call assertEquals("foreach 2", s, "ar2=name:John;hp:25;0:5.50000;");
|
||||
|
||||
|
||||
/*
|
||||
display_msg("Testing save/load...");
|
||||
arr := [2,1];
|
||||
arr2 := {1:2};
|
||||
@@ -163,7 +161,6 @@ procedure array_test_suite begin
|
||||
call assertEquals("unsave array 1", load_array(0.1), 0);
|
||||
call assertEquals("unsave array 2", len_array(arr), 2);
|
||||
call assertEquals("saved arrays 3", len_array(list_saved_arrays), len_array(arr2) - 1);
|
||||
*/
|
||||
|
||||
display_msg("Testing nested expressions...");
|
||||
arr := [["one", "two"]];
|
||||
|
||||
@@ -0,0 +1,78 @@
|
||||
#include "sfall.h"
|
||||
#include "dik.h"
|
||||
|
||||
variable loop_sound_id := 0;
|
||||
variable quiet_loop_sound_id := 0;
|
||||
variable music_sound_id := 0;
|
||||
|
||||
procedure stop_if_active(variable sound_id, variable label) begin
|
||||
if (sound_id != 0) then begin
|
||||
stop_sfall_sound(sound_id);
|
||||
display_msg(label + " stopped");
|
||||
end else begin
|
||||
display_msg(label + " is not active");
|
||||
end
|
||||
end
|
||||
|
||||
procedure keypress_handler begin
|
||||
variable pressed := get_sfall_arg_at(0);
|
||||
variable key := get_sfall_arg_at(1);
|
||||
variable ignored;
|
||||
|
||||
if (not pressed) then return;
|
||||
|
||||
if (key == DIK_K) then begin
|
||||
display_msg("play_sfall_sound mode 0 one-shot: sound\\sfx\\pistol.ACM");
|
||||
ignored := play_sfall_sound("sound\\sfx\\pistol.ACM", 0);
|
||||
end else if (key == DIK_N) then begin
|
||||
if (loop_sound_id != 0) then begin
|
||||
display_msg(string_format1("loop already active id=%d", loop_sound_id));
|
||||
return;
|
||||
end
|
||||
|
||||
loop_sound_id := play_sfall_sound("sound\\music\\20CAR.ACM", 1);
|
||||
display_msg(string_format1("mode 1 loop id=%d", loop_sound_id));
|
||||
end else if (key == DIK_M) then begin
|
||||
call stop_if_active(loop_sound_id, "mode 1 loop");
|
||||
loop_sound_id := 0;
|
||||
end else if (key == DIK_C) then begin
|
||||
if (quiet_loop_sound_id != 0) then begin
|
||||
display_msg(string_format1("quiet loop already active id=%d", quiet_loop_sound_id));
|
||||
return;
|
||||
end
|
||||
|
||||
quiet_loop_sound_id := play_sfall_sound("sound\\music\\20CAR.ACM", 0x30000001);
|
||||
display_msg(string_format1("quiet mode 1 loop id=%d", quiet_loop_sound_id));
|
||||
end else if (key == DIK_X) then begin
|
||||
call stop_if_active(quiet_loop_sound_id, "quiet mode 1 loop");
|
||||
quiet_loop_sound_id := 0;
|
||||
end else if (key == DIK_G) then begin
|
||||
if (music_sound_id != 0) then begin
|
||||
display_msg(string_format1("mode 2 music replacement already active id=%d", music_sound_id));
|
||||
return;
|
||||
end
|
||||
|
||||
music_sound_id := play_sfall_sound("sound\\music\\20CAR.ACM", 2);
|
||||
display_msg(string_format1("mode 2 music replacement id=%d", music_sound_id));
|
||||
end else if (key == DIK_H) then begin
|
||||
call stop_if_active(music_sound_id, "mode 2 music replacement");
|
||||
music_sound_id := 0;
|
||||
end else if (key == DIK_V) then begin
|
||||
display_msg("play_sfall_sound mode 3 speech-volume one-shot: sound\\sfx\\pistol.ACM");
|
||||
ignored := play_sfall_sound("sound\\sfx\\pistol.ACM", 3);
|
||||
end else if (key == DIK_B) then begin
|
||||
display_msg("play_sfall_sound mode 0 one-shot wav: smw_1-up.wav"); // needs a wav file in the game dir
|
||||
ignored := play_sfall_sound("smw_1-up.wav", 0);
|
||||
end
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
if (not game_loaded) then return;
|
||||
|
||||
display_msg("sfall_sound manual test ready");
|
||||
display_msg("One-shots use master.dat SFX and loose-file wav; loops/replacement use music");
|
||||
display_msg("K one-shot ACM mode0, B one-shot WAV mode0, N start loop mode1, M stop loop");
|
||||
display_msg("C start quiet loop mode1, X stop quiet loop");
|
||||
display_msg("G start mode2 music replacement, H stop mode2 replacement, V mode3 one-shot");
|
||||
register_hook_proc(HOOK_KEYPRESS, keypress_handler);
|
||||
end
|
||||
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Reference in New Issue
Block a user