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Author SHA1 Message Date
phobos2077 39b369f7df Fix build after last merge 2024-06-07 17:53:37 +02:00
phobos2077 76ac71bc08 Merge remote-tracking branch 'y0lo/feature/y0lo/fast-barter-auto-calc-change-money' into sfall-port
# Conflicts:
#	src/inventory.cc
2024-06-04 15:03:52 +02:00
295 changed files with 12022 additions and 35481 deletions
-21
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@@ -1,21 +0,0 @@
### Description
<!--- Clearly describe the changes introduced by this PR. What was fixed, added, or updated? --->
### Reproduction Steps and Savefile (if available)
<!--- Provide detailed steps to reproduce the issue. Include a savefile if applicable, preferrably for Sonora --->
### Screenshots
<!--- If the PR includes visual changes, add screenshots here. --->
<!---
**Important Notes**
- *Preview builds are not available for pull requests from forked repositories.* To enable preview builds, submit the PR from a branch within this repository.
--->
-47
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@@ -1,47 +0,0 @@
name: Auto Format with Clang
on:
pull_request:
types: [opened, synchronize]
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
with:
ref: ${{ github.head_ref || github.ref_name }}
token: ${{ secrets.PAT_FOR_ACTIONS }}
- name: Run clang-format via Docker
run: |
docker run --rm \
-v ${{ github.workspace }}:/app --workdir /app \
--user $(id -u):$(id -g) silkeh/clang:18 \
bash -c 'find src -type f \( -name "*.cc" -o -name "*.h" \) -print0 | xargs -0 clang-format -i'
# https://github.com/actions/checkout?tab=readme-ov-file#push-a-commit-to-a-pr-using-the-built-in-token
- name: Check and commit changes if needed
run: |
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
if ! git diff --quiet; then
git diff
git commit -am "chore: auto-format with clang-format"
git push
else
echo "No formatting changes"
fi
-145
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@@ -1,145 +0,0 @@
name: Build and deploy webassembly version
on:
push:
branches:
- main
pull_request:
types:
- opened
- synchronize
permissions:
contents: read
jobs:
build_webassembly_version:
name: Build webassembly version
runs-on: ubuntu-latest
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
uses: bobheadxi/deployments@v1
id: deployment
with:
ref: ${{ github.event.pull_request.head.sha }}
step: start
debug: true
env: preview-${{ github.event.pull_request.number }}
- name: Clone
uses: actions/checkout@v4
- name: Install Emscripten SDK
run: |
git clone https://github.com/emscripten-core/emsdk.git
cd emsdk
./emsdk install 4.0.4
./emsdk activate 4.0.4
- name: Build fallout2 wasm module
run: |
source emsdk/emsdk_env.sh
git config --global --add safe.directory "*"
mkdir -p build
cd build
emcmake cmake ../ -DCMAKE_TOOLCHAIN_FILE=../cmake/toolchain/Emscripten.cmake -DCMAKE_BUILD_TYPE=Release && emmake make VERBOSE=1 -j 4
cd ..
- name: Add node
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
uses: actions/setup-node@v2
with:
node-version: '22'
- name: Checkout web interface
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
uses: actions/checkout@v4
with:
repository: fallout2-ce/fallout2-ce-ems
ref: 8dc61ba6e8e62116f4810ffe89d0cece00f508d7
path: fallout2-ce-ems
- name: Set deployment path
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
id: set-path
run: |
if [[ "${{ github.event_name }}" == "pull_request" ]]; then
echo "DEST_DIR=PR-${{ github.event.pull_request.number }}" >> $GITHUB_OUTPUT
echo "SITE_BASE=/fallout2-ce/PR-${{ github.event.pull_request.number }}/" >> $GITHUB_OUTPUT
else
echo "DEST_DIR=." >> $GITHUB_OUTPUT
echo "SITE_BASE=/fallout2-ce/" >> $GITHUB_OUTPUT
fi
echo ===============================
cat $GITHUB_OUTPUT
- name: Build web interface
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: |
cd fallout2-ce-ems
npm install
cp ../build/fallout2-ce.js src/assets/fallout2ce
cp ../build/fallout2-ce.wasm src/assets/fallout2ce
export F2_WEB_INFO=Web=$(git rev-parse HEAD)
echo "F2_WEB_INFO=$F2_WEB_INFO"
echo "F2_GAME_VERSION=$F2_GAME_VERSION"
npm run build
env:
SITE_BASE: ${{ steps.set-path.outputs.SITE_BASE }}
F2_GAME_VERSION: Game=${{github.event.pull_request.head.sha || github.sha }}
- name: Place hash file
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: echo "$GITHUB_SHA" > fallout2-ce-ems/dist/site_hash.txt
- name: Install rsync (required for the next step)
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: |
sudo apt-get update && sudo apt-get install -y rsync
- name: Deploy PR preview or main site
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
uses: JamesIves/github-pages-deploy-action@v4
with:
branch: gh-pages
folder: fallout2-ce-ems/dist
target-folder: ${{ steps.set-path.outputs.DEST_DIR }}
clean: false
single-commit: true
- name: Check that site is deployed
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: |
URL="$SITE_ORIGIN""$SITE_BASE""site_hash.txt"
echo "Expecting $GITHUB_SHA from $URL"
for i in `seq 1 80`; do
got="$(curl -fsSL --max-time 10 "$URL" | tr -d '\r\n' || true)"
if [ "$got" = "$GITHUB_SHA" ]; then
echo "âś… Match on attempt $i: ${got}"
exit 0
fi
echo "Received $got, waiting"
sleep 5
done
exit 1
env:
SITE_ORIGIN: https://${{ github.repository_owner }}.github.io
SITE_BASE: ${{ steps.set-path.outputs.SITE_BASE }}
- name: Update deployment status
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
uses: bobheadxi/deployments@v1
with:
step: finish
status: success
debug: true
env: ${{ steps.deployment.outputs.env }}
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 }}/
File diff suppressed because it is too large Load Diff
@@ -1,58 +0,0 @@
name: Cleanup PR Preview
on:
pull_request:
types:
- closed
permissions:
contents: read
jobs:
delete_pr_preview:
name: Delete PR preview from gh-pages
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
runs-on: ubuntu-latest
permissions:
contents: write
deployments: write
steps:
- name: Checkout gh-pages branch
uses: actions/checkout@v4
with:
ref: gh-pages
token: ${{ secrets.GITHUB_TOKEN }}
- name: Remove PR preview folder
run: |
PR_FOLDER="PR-${{ github.event.pull_request.number }}"
echo "Removing preview folder: $PR_FOLDER"
git rm -r --ignore-unmatch "$PR_FOLDER" || true
- name: Commit and push changes
run: |
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
CURRENT_BRANCH=$(git rev-parse --abbrev-ref HEAD)
echo "Current branch: $CURRENT_BRANCH"
if [ "$CURRENT_BRANCH" != "gh-pages" ]; then
echo "❌ Refusing to force-push to non-gh-pages branch: $CURRENT_BRANCH"
exit 1
fi
if git diff --cached --quiet; then
echo "No changes to commit"
else
git commit --amend -m "đźš® Remove preview for closed PR #${{ github.event.pull_request.number }}"
git push --force
fi
- name: mark environment as deactivated
uses: bobheadxi/deployments@v1
with:
step: deactivate-env
env: preview-${{ github.event.pull_request.number }}
desc: Environment was pruned
debug: true
+27 -87
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@@ -5,27 +5,15 @@ 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
@@ -59,31 +47,19 @@ 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: |
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
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
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
ios:
name: iOS
runs-on: macos-14
needs: [ce-dat]
permissions:
contents: write
runs-on: macos-12
steps:
- name: Clone
@@ -119,21 +95,12 @@ 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: |
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
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
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
@@ -141,9 +108,6 @@ jobs:
name: Linux (${{ matrix.arch }})
runs-on: ubuntu-20.04
needs: [ce-dat]
permissions:
contents: write
strategy:
fail-fast: false
@@ -200,18 +164,10 @@ jobs:
-j $(nproc) \
# EOL
- name: Download ce.dat
uses: actions/download-artifact@v4
with:
name: ce-dat
path: out/dist
- name: Upload
run: |
mkdir -p out/dist/fallout2-ce-linux-${{ 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 }}
cd build
tar -czvf fallout2-ce-linux-${{ matrix.arch }}.tar.gz fallout2-ce
gh release upload ${{ github.event.release.tag_name }} fallout2-ce-linux-${{ matrix.arch }}.tar.gz
rm fallout2-ce-linux-${{ matrix.arch }}.tar.gz
env:
@@ -221,8 +177,6 @@ jobs:
name: macOS
runs-on: macos-11
permissions:
contents: write
steps:
- name: Clone
@@ -289,60 +243,46 @@ jobs:
windows:
name: Windows (${{ matrix.arch }})
runs-on: windows-2025
needs: [ce-dat]
permissions:
contents: write
runs-on: windows-2019
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 2022 Build Tools with v141_xp
shell: cmd
run: |
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-${{ matrix.arch }}-cmake-v2
path: build
key: windows-${{ matrix.arch }}-cmake-v1
- name: Configure
shell: cmd
run: |
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 }}
cmake \
-B build \
-G "Visual Studio 16 2019" \
-A ${{ matrix.generator-platform }} \
# EOL
- name: Build
shell: cmd
run: |
for /f "usebackq tokens=*" %%i in (`"%ProgramFiles(x86)%\Microsoft Visual Studio\Installer\vswhere.exe" -latest -products Microsoft.VisualStudio.Product.BuildTools -requires Microsoft.VisualStudio.Component.VC.v141.x86.x64 Microsoft.VisualStudio.Component.VC.v141.xp -property installationPath`) do set "VS_PATH=%%i"
call "%VS_PATH%\Common7\Tools\VsDevCmd.bat" ^
&& cmake --build --preset windows-${{ matrix.arch }}-release
- name: Download ce.dat
uses: actions/download-artifact@v4
with:
name: ce-dat
path: out/dist
cmake \
--build build \
--config RelWithDebInfo \
# EOL
- name: Upload
run: |
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 }}
cd build/RelWithDebInfo
7z a fallout2-ce-windows-${{ matrix.arch }}.zip fallout2-ce.exe
gh release upload ${{ github.event.release.tag_name }} fallout2-ce-windows-${{ matrix.arch }}.zip
rm fallout2-ce-windows-${{ matrix.arch }}.zip
env:
@@ -1,49 +0,0 @@
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
-21
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@@ -9,8 +9,6 @@
*.user
*.userosscache
*.sln.docstates
.DS_Store
.local-tools/
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
@@ -390,25 +388,6 @@ FodyWeavers.xsd
.idea/
*.sln.iml
# VSCode
.vscode
# CMake
/out
/build
# 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
+17 -218
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@@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.18)
cmake_minimum_required(VERSION 3.13)
set(CMAKE_POLICY_DEFAULT_CMP0077 NEW)
@@ -6,10 +6,10 @@ set(EXECUTABLE_NAME fallout2-ce)
if(APPLE)
if(IOS)
set(CMAKE_OSX_DEPLOYMENT_TARGET "12" CACHE STRING "")
set(CMAKE_OSX_DEPLOYMENT_TARGET "11" CACHE STRING "")
set(CMAKE_OSX_ARCHITECTURES "arm64" CACHE STRING "")
else()
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.13" CACHE STRING "")
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.11" CACHE STRING "")
set(CMAKE_OSX_ARCHITECTURES "x86_64;arm64" CACHE STRING "")
endif()
endif()
@@ -20,21 +20,12 @@ 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)
if(ANDROID)
add_library(${EXECUTABLE_NAME} SHARED)
else()
add_executable(${EXECUTABLE_NAME} WIN32 MACOSX_BUNDLE)
endif()
# Git Info
include("cmake/gitver.cmake")
target_sources(${EXECUTABLE_NAME} PUBLIC
"src/actions.cc"
"src/actions.h"
@@ -66,8 +57,6 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/combat.h"
"src/config.cc"
"src/config.h"
"src/content_config.cc"
"src/content_config.h"
"src/credits.cc"
"src/credits.h"
"src/critter.cc"
@@ -108,8 +97,6 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/font_manager.h"
"src/game_config.cc"
"src/game_config.h"
"src/game_config_migration.cc"
"src/game_config_migration.h"
"src/game_dialog.cc"
"src/game_dialog.h"
"src/game_memory.cc"
@@ -180,8 +167,6 @@ target_sources(${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"
@@ -212,6 +197,8 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/scripts.h"
"src/select_file_list.cc"
"src/select_file_list.h"
"src/selfrun.cc"
"src/selfrun.h"
"src/skill_defs.h"
"src/skill.cc"
"src/skill.h"
@@ -238,11 +225,11 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/text_object.h"
"src/tile.cc"
"src/tile.h"
"src/tile_hires_stencil.cc"
"src/tile_hires_stencil.h"
"src/trait_defs.h"
"src/trait.cc"
"src/trait.h"
"src/vcr.cc"
"src/vcr.h"
"src/version.cc"
"src/version.h"
"src/widget.cc"
@@ -280,8 +267,6 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/settings.h"
"src/sfall_config.cc"
"src/sfall_config.h"
"src/sfall_ext.cc"
"src/sfall_ext.h"
"src/sfall_global_vars.cc"
"src/sfall_global_vars.h"
"src/sfall_global_scripts.cc"
@@ -296,27 +281,16 @@ target_sources(${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"
"src/touch.h"
"src/scan_unimplemented.cc"
"third_party/lodepng/lodepng.cpp"
)
target_include_directories(${EXECUTABLE_NAME} PUBLIC "third_party/lodepng")
if(IOS)
target_sources(${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()
@@ -326,15 +300,12 @@ if(WIN32)
_CRT_NONSTDC_NO_WARNINGS
NOMINMAX
WIN32_LEAN_AND_MEAN
_STATIC_CPPLIB
)
endif()
if(WIN32)
target_link_libraries(${EXECUTABLE_NAME}
winmm
debug libcpmtd
optimized libcpmt
)
endif()
@@ -369,8 +340,6 @@ if(APPLE)
"os/macos/fallout2-ce.icns"
)
target_link_libraries(${EXECUTABLE_NAME} "-framework CoreFoundation")
target_sources(${EXECUTABLE_NAME} PUBLIC ${RESOURCES})
set_source_files_properties(${RESOURCES} PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
@@ -391,64 +360,17 @@ if(APPLE)
set(MACOSX_BUNDLE_BUNDLE_VERSION "1.3.0")
endif()
if((NOT ${CMAKE_SYSTEM_NAME} MATCHES "Emscripten"))
if(FALLOUT_VENDORED)
add_subdirectory("third_party/zlib")
add_subdirectory("third_party/sdl2")
else()
find_package(ZLIB)
find_package(SDL2)
endif()
else()
set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} \
--use-port=sdl2 \
--use-port=sdl2_mixer \
--use-port=zlib" )
set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} \
--use-port=sdl2 \
--use-port=sdl2_mixer \
--use-port=zlib \
-std=c++17" )
set( CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -g")
set( CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -g")
set( CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -O1")
set( CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -O1")
if(OPTION_WASM_64)
target_link_options( ${EXECUTABLE_NAME} PRIVATE "-sMEMORY64" )
set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -sMEMORY64" )
set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -sMEMORY64" )
add_compile_options( -sMEMORY64 )
endif()
if(OPTION_WASM_JSPI)
target_link_options( ${EXECUTABLE_NAME} PRIVATE "-sJSPI" )
else()
target_link_options( ${EXECUTABLE_NAME} PRIVATE "-sASYNCIFY" )
target_link_options( ${EXECUTABLE_NAME} PRIVATE "-sASYNCIFY_STACK_SIZE=20480" )
endif()
target_link_options( ${EXECUTABLE_NAME} PRIVATE "-sENVIRONMENT=web" )
target_link_options( ${EXECUTABLE_NAME} PRIVATE "-sALLOW_MEMORY_GROWTH" )
target_link_options( ${EXECUTABLE_NAME} PRIVATE "-MEMORY_GROWTH_LINEAR_STEP=32mb" )
target_link_options( ${EXECUTABLE_NAME} PRIVATE "-sNO_DISABLE_EXCEPTION_CATCHING" )
target_link_options( ${EXECUTABLE_NAME} PRIVATE "-lidbfs.js" )
target_link_options( ${EXECUTABLE_NAME} PRIVATE "-sCASE_INSENSITIVE_FS" )
target_link_options( ${EXECUTABLE_NAME} PRIVATE "-sMODULARIZE" )
target_link_options( ${EXECUTABLE_NAME} PRIVATE "-sEXPORTED_RUNTIME_METHODS=callMain,addRunDependency,removeRunDependency" )
target_link_options( ${EXECUTABLE_NAME} PRIVATE "-sEXPORT_ALL" )
target_link_options( ${EXECUTABLE_NAME} PRIVATE "-sEXPORT_NAME=fallout2ce" )
target_link_options( ${EXECUTABLE_NAME} PRIVATE "-sEXIT_RUNTIME" )
target_link_options( ${EXECUTABLE_NAME} PRIVATE "$<$<CONFIG:DEBUG>:-g>" )
endif()
add_subdirectory("third_party/fpattern")
target_link_libraries(${EXECUTABLE_NAME} fpattern::fpattern)
target_link_libraries(${EXECUTABLE_NAME} fpattern_windows::fpattern_windows)
target_link_libraries(${EXECUTABLE_NAME} ${FPATTERN_LIBRARY})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${FPATTERN_INCLUDE_DIR})
if((NOT ${CMAKE_SYSTEM_NAME} MATCHES "Linux") AND (NOT ${CMAKE_SYSTEM_NAME} MATCHES "FreeBSD") AND (NOT ${CMAKE_SYSTEM_NAME} MATCHES "OpenBSD"))
add_subdirectory("third_party/zlib")
add_subdirectory("third_party/sdl2")
else()
find_package(ZLIB)
find_package(SDL2)
endif()
target_link_libraries(${EXECUTABLE_NAME} ${ZLIB_LIBRARIES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${ZLIB_INCLUDE_DIRS})
@@ -456,77 +378,6 @@ target_include_directories(${EXECUTABLE_NAME} PRIVATE ${ZLIB_INCLUDE_DIRS})
target_link_libraries(${EXECUTABLE_NAME} ${SDL2_LIBRARIES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${SDL2_INCLUDE_DIRS})
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()
if(APPLE)
if(IOS)
install(TARGETS ${EXECUTABLE_NAME} DESTINATION "Payload")
@@ -545,55 +396,3 @@ if(APPLE)
include(CPack)
endif()
# Add option to enable AddressSanitizer
option(ENABLE_ASAN "Enable AddressSanitizer for debug builds" OFF)
# Set C++ standard and other existing settings
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED YES)
set(CMAKE_CXX_EXTENSIONS NO)
# Define ASan flags for supported compilers (GCC, Clang, MSVC)
if(ENABLE_ASAN)
if(CMAKE_SYSTEM_NAME MATCHES "Emscripten|Android|iOS")
message(WARNING "AddressSanitizer is not supported on ${CMAKE_SYSTEM_NAME}. Disabling ASan.")
set(ENABLE_ASAN OFF)
elseif(CMAKE_CXX_COMPILER_ID MATCHES "GNU|Clang")
message(STATUS "Enabling AddressSanitizer for debug build (GCC/Clang)")
set(ASAN_FLAGS "-fsanitize=address -fno-omit-frame-pointer -fno-optimize-sibling-calls")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${ASAN_FLAGS}")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${ASAN_FLAGS}")
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "${CMAKE_EXE_LINKER_FLAGS_DEBUG} ${ASAN_FLAGS}")
set(CMAKE_SHARED_LINKER_FLAGS_DEBUG "${CMAKE_SHARED_LINKER_FLAGS_DEBUG} ${ASAN_FLAGS}")
elseif(CMAKE_CXX_COMPILER_ID MATCHES "MSVC")
# Check if using clang-cl or native MSVC
if(CMAKE_CXX_COMPILER MATCHES "clang-cl")
message(STATUS "Enabling AddressSanitizer for debug build (clang-cl)")
set(ASAN_FLAGS "-fsanitize=address -fno-omit-frame-pointer")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${ASAN_FLAGS}")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${ASAN_FLAGS}")
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "${CMAKE_EXE_LINKER_FLAGS_DEBUG} -fsanitize=address")
set(CMAKE_SHARED_LINKER_FLAGS_DEBUG "${CMAKE_SHARED_LINKER_FLAGS_DEBUG} -fsanitize=address")
else()
message(STATUS "Enabling AddressSanitizer for debug build (MSVC)")
set(ASAN_FLAGS "/fsanitize=address")
# MSVC requires /Zi or /Z7 for debug info with ASan
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${ASAN_FLAGS} /Zi")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${ASAN_FLAGS} /Zi")
# No additional linker flags needed for MSVC ASan
# Disable incremental linking as it's incompatible with ASan
string(REPLACE "/INCREMENTAL" "/INCREMENTAL:NO" CMAKE_EXE_LINKER_FLAGS_DEBUG "${CMAKE_EXE_LINKER_FLAGS_DEBUG}")
string(REPLACE "/INCREMENTAL" "/INCREMENTAL:NO" CMAKE_SHARED_LINKER_FLAGS_DEBUG "${CMAKE_SHARED_LINKER_FLAGS_DEBUG}")
endif()
else()
message(WARNING "AddressSanitizer is not supported with ${CMAKE_CXX_COMPILER_ID}. Disabling ASan.")
set(ENABLE_ASAN OFF)
endif()
endif()
# Existing debug flags for Emscripten (ensure ASan doesn't conflict)
if(CMAKE_SYSTEM_NAME MATCHES "Emscripten")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -g")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -g")
endif()
-202
View File
@@ -1,202 +0,0 @@
{
"version": 6,
"cmakeMinimumRequired": {
"major": 3,
"minor": 19,
"patch": 0
},
"configurePresets": [
{
"name": "base",
"hidden": true,
"binaryDir": "${sourceDir}/out/build/${presetName}"
},
{
"name": "windows-base",
"hidden": true,
"inherits": [
"base"
],
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
"rhs": "Windows"
}
},
{
"name": "windows-x86",
"inherits": [
"windows-base"
],
"generator": "Visual Studio 17 2022",
"architecture": "Win32",
"cacheVariables": {
"CMAKE_GENERATOR_TOOLSET": "v141_xp",
"CMAKE_C_FLAGS": "/D_WIN32_WINNT=0x0501",
"CMAKE_CXX_FLAGS": "/D_WIN32_WINNT=0x0501 /D_STATIC_CPPLIB",
"CMAKE_MSVC_RUNTIME_LIBRARY": "MultiThreaded$<$<CONFIG:Debug>:Debug>"
}
},
{
"name": "windows-x64",
"inherits": [
"windows-base"
],
"generator": "Visual Studio 17 2022",
"architecture": "x64",
"cacheVariables": {
"CMAKE_MSVC_RUNTIME_LIBRARY": "MultiThreaded$<$<CONFIG:Debug>:Debug>"
}
},
{
"name": "linux-base",
"hidden": true,
"inherits": [
"base"
],
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
"rhs": "Linux"
},
"cacheVariables": {
"FALLOUT_VENDORED": "OFF"
}
},
{
"name": "linux-x86-base",
"hidden": true,
"inherits": [
"linux-base"
],
"cacheVariables": {
"CMAKE_C_FLAGS": "-m32",
"CMAKE_CXX_FLAGS": "-m32",
"CMAKE_SYSTEM_NAME": "Linux",
"CMAKE_SYSTEM_PROCESSOR": "i386"
}
},
{
"name": "linux-x86-debug",
"inherits": [
"linux-x86-base"
],
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Debug"
}
},
{
"name": "linux-x86-release",
"inherits": [
"linux-x86-base"
],
"cacheVariables": {
"CMAKE_BUILD_TYPE": "RelWithDebInfo"
}
},
{
"name": "linux-x64-debug",
"inherits": [
"linux-base"
],
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Debug"
}
},
{
"name": "linux-x64-release",
"inherits": [
"linux-base"
],
"cacheVariables": {
"CMAKE_BUILD_TYPE": "RelWithDebInfo"
}
},
{
"name": "darwin-base",
"hidden": true,
"inherits": [
"base"
],
"generator": "Xcode",
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
"rhs": "Darwin"
}
},
{
"name": "macos",
"inherits": [
"darwin-base"
]
},
{
"name": "ios",
"inherits": [
"darwin-base"
],
"cacheVariables": {
"CMAKE_SYSTEM_NAME": "iOS"
}
}
],
"buildPresets": [
{
"name": "windows-x86-debug",
"configurePreset": "windows-x86",
"configuration": "Debug"
},
{
"name": "windows-x86-release",
"configurePreset": "windows-x86",
"configuration": "RelWithDebInfo"
},
{
"name": "windows-x64-debug",
"configurePreset": "windows-x64",
"configuration": "Debug"
},
{
"name": "windows-x64-release",
"configurePreset": "windows-x64",
"configuration": "RelWithDebInfo"
},
{
"name": "linux-x86-debug",
"configurePreset": "linux-x86-debug"
},
{
"name": "linux-x86-release",
"configurePreset": "linux-x86-release"
},
{
"name": "linux-x64-debug",
"configurePreset": "linux-x64-debug"
},
{
"name": "linux-x64-release",
"configurePreset": "linux-x64-release"
},
{
"name": "macos-debug",
"configurePreset": "macos",
"configuration": "Debug"
},
{
"name": "macos-release",
"configurePreset": "macos",
"configuration": "RelWithDebInfo"
},
{
"name": "ios-debug",
"configurePreset": "ios",
"configuration": "Debug"
},
{
"name": "ios-release",
"configurePreset": "ios",
"configuration": "RelWithDebInfo"
}
]
}
+50
View File
@@ -0,0 +1,50 @@
{
"configurations": [
{
"name": "x86-Debug",
"generator": "Visual Studio 16 2019",
"configurationType": "Debug",
"inheritEnvironments": [ "msvc_x86" ],
"buildRoot": "${projectDir}\\out\\build\\${name}",
"installRoot": "${projectDir}\\out\\install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": ""
},
{
"name": "x86-Release",
"generator": "Visual Studio 16 2019",
"configurationType": "Release",
"inheritEnvironments": [ "msvc_x86" ],
"buildRoot": "${projectDir}\\out\\build\\${name}",
"installRoot": "${projectDir}\\out\\install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": ""
},
{
"name": "x64-Debug",
"generator": "Visual Studio 16 2019 Win64",
"configurationType": "Debug",
"buildRoot": "${projectDir}\\out\\build\\${name}",
"installRoot": "${projectDir}\\out\\install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": "",
"inheritEnvironments": [ "msvc_x64_x64" ],
"variables": []
},
{
"name": "x64-Release",
"generator": "Visual Studio 16 2019 Win64",
"configurationType": "Release",
"buildRoot": "${projectDir}\\out\\build\\${name}",
"installRoot": "${projectDir}\\out\\install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": "",
"inheritEnvironments": [ "msvc_x64_x64" ],
"variables": []
}
]
}
-120
View File
@@ -1,120 +0,0 @@
# 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.
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. It supports both Fallout 2 and Fallout 1 archives.
From the repo root, build it with your normal CMake workflow, targeting `ce-dat-tool`:
`cmake --build out/build/<preset-name> --target ce-dat-tool`
The executable is written to your selected build directory, so the exact path will vary by preset and configuration.
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:
`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
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.
+27 -88
View File
@@ -1,36 +1,31 @@
# Fallout 2 Community Engine
# Fallout 2 Community Edition
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.
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 Fallout2: CE project, which is no longer getting regular updates.
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) likely work, although there is no complete walkthrough confirmation yet. [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.
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).
There is also [Fallout Community Edition](https://github.com/alexbatalov/fallout1-ce).
## 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) or [Steam](https://store.steampowered.com/app/38410). Download latest [release](https://github.com/alexbatalov/fallout2-ce/releases) or build from source. You can also check latest [debug](https://github.com/alexbatalov/fallout2-ce/actions) build intended for testers.
### Windows
[Download](https://github.com/fallout2-ce/fallout2-ce/releases) and unzip into your `Fallout2` folder. Launch the game using `fallout2-ce.exe`.
Download and copy `fallout2-ce.exe` to your `Fallout2` folder. It serves as a drop-in replacement for `fallout2.exe`.
### Linux
- Use Windows installation as a base - it contains data assets needed to play. Copy `Fallout2` folder somewhere, for example `/home/john/Desktop/Fallout2`.
- Alternatively you can extract the needed files from the GoG installer:
- Download and copy `fallout2-ce` to this folder.
- Install [SDL2](https://libsdl.org/download-2.0.php):
```console
$ sudo apt install innoextract
$ innoextract ~/Downloads/setup_fallout_2_1.02_gog_v1_\(77792\).exe -d Fallout2
$ 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`.
### macOS
@@ -41,17 +36,9 @@ $ innoextract ~/Downloads/setup_fallout_2_1.02_gog_v1_\(77792\).exe -d Fallout2
- Alternatively you can use Fallout 2 from Macplay/The Omni Group as a base - you need to extract game assets from the original bundle. Mount CD/DMG, right click `Fallout 2` -> `Show Package Contents`, navigate to `Contents/Resources`. Copy `GameData` folder somewhere, for example `/Applications/Fallout2`.
- Or if you're a Terminal user and have Homebrew installed you can extract the needed files from the GoG installer. **Note**: You must use "Offline backup game installer", not the main game installer.
- Download and copy `fallout2-ce.app` to this folder.
```console
$ brew install innoextract
$ innoextract ~/Downloads/setup_fallout_2_1.02_gog_v1_\(77792\).exe -d fallout2
$ mv fallout2 /Applications/Fallout2
```
- [Download](https://github.com/fallout2-ce/fallout2-ce/releases) and copy `Fallout II Community Edition.app` to this folder.
- Run `Fallout II Community Edition.app`.
- Run `fallout2-ce.app`.
### Android
@@ -63,11 +50,9 @@ $ mv fallout2 /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.
- Download the Android [release](https://github.com/fallout2-ce/fallout2-ce/releases), which contains an .apk file and `ce.dat`.
- 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)).
- 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).
- Download `fallout2-ce.apk` and copy it 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.
@@ -79,85 +64,39 @@ $ mv fallout2 /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`, `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
> **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'
```
- Demo available at https://github.com/ololoken/fallout2-ce-ems.git
- 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)).
## Configuration
The main configuration file is `fallout2-ce.cfg`. There are several important settings you might need to adjust for your installation. Depending on your Fallout distribution main game assets `master.dat`, `critter.dat`, `patch000.dat`, and `data` folder might be either all lowercased, or all uppercased. You can either update `master_dat`, `critter_dat`, `master_patches` and `critter_patches` settings to match your file names, or rename files to match entries in your `fallout2-ce.cfg`.
The main configuration file is `fallout2.cfg`. There are several important settings you might need to adjust for your installation. Depending on your Fallout distribution main game assets `master.dat`, `critter.dat`, `patch000.dat`, and `data` folder might be either all lowercased, or all uppercased. You can either update `master_dat`, `critter_dat`, `master_patches` and `critter_patches` settings to match your file names, or rename files to match entries in your `fallout2.cfg`.
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.
Additional settings for screen resolution, UI customization, and map options are now integrated into the main `fallout2-ce.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 main config. After that, `fallout2-ce.cfg` becomes the single source of truth for this configuration.
Here are some important settings in `fallout2-ce.cfg` under the `[screen]` and `[ui]` sections. See [the example config](https://github.com/fallout2-ce/fallout2-ce/tree/refs/heads/main/files/ce.cfg) for a full list of settings.
The second configuration file is `f2_res.ini`. Use it to change game window size and enable/disable fullscreen mode.
```ini
[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)
[ui]
;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)
quick_toolbar_visible=0 ; Skills quick access toolbar visibility (iOS only) (0=hidden, 1=visible)
[MAIN]
SCR_WIDTH=1280
SCR_HEIGHT=720
WINDOWED=1
```
**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. 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)
In time this stuff will receive in-game interface, right now you have to do it manually.
## 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
* Auto open doors
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. Currently only a small subset of these settings are actually implemented.
## Contributing
For build instructions and contributor notes, see [CONTRIBUTING.md](CONTRIBUTING.md).
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.
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.
### Intergrating Sfall
For current sfall compatibility status and the remaining work needed to close gaps, see [SFALL_COMPATIBILITY.md](SFALL_COMPATIBILITY.md).
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.
## License
-128
View File
@@ -1,128 +0,0 @@
# 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 / game.cfg)
Settings previously read from `ddraw.ini` have been moved into standard CE config files.
Most settings that control game behavior (premade characters, extra message files, combat tweaks, worldmap, etc.) have been moved into [`<DAT>/config/game.cfg`](files/ce.dat/config/game.cfg), which is a content-mod config file intended to be overridden by mods. See that file for the full list with descriptions.
The following settings were moved into [`fallout2-ce.cfg`](files/ce.cfg) instead:
| 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… | - |
| 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/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… | - |
| 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/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>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. |
## Hooks
| Hook | ID | Compatibility | Notes |
| --- | --- | --- | --- |
| ToHit | `HOOK_TOHIT` | âś… | - |
| 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… | - |
| CombatDamage | `HOOK_COMBATDAMAGE` | âś… | - |
| OnDeath | `HOOK_ONDEATH` | âś… | - |
| 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` | 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 |
| WithinPerception | `HOOK_WITHINPERCEPTION` | âś… | - |
| InventoryMove | `HOOK_INVENTORYMOVE` | âś… | - |
| InvenWield | `HOOK_INVENWIELD` | đźš« | - |
| AdjustFID | `HOOK_ADJUSTFID` | đźš« | - |
| CombatTurn | `HOOK_COMBATTURN` | âś… | - |
| StdProcedure | `HOOK_STDPROCEDURE` | âś… | - |
| StdProcedureEnd | `HOOK_STDPROCEDURE_END` | âś… | - |
| CarTravel | `HOOK_CARTRAVEL` | đźš« | - |
| SetGlobalVar | `HOOK_SETGLOBALVAR` | đźš« | - |
| 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` | âś… | - |
| 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« | - |
-48
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@@ -1,48 +0,0 @@
# Get author name
execute_process(
COMMAND git log -1 --pretty=format:%an
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
OUTPUT_VARIABLE AUTHOR
OUTPUT_STRIP_TRAILING_WHITESPACE
)
# Get current branch
execute_process(
COMMAND git branch --show-current
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
OUTPUT_VARIABLE BRANCH
OUTPUT_STRIP_TRAILING_WHITESPACE
)
# Get hash of the latest commit
execute_process(
COMMAND git log --pretty=format:%h -n 1
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
OUTPUT_VARIABLE HASH
OUTPUT_STRIP_TRAILING_WHITESPACE
)
# Get last tag
execute_process(
COMMAND git describe --tags --abbrev=0
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
OUTPUT_VARIABLE LATEST_TAG
OUTPUT_STRIP_TRAILING_WHITESPACE
)
# Get date of the latest commit
execute_process(
COMMAND git log -1 --date=format:"%b %d %Y %H:%M:%S" --pretty=format:%cd
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
OUTPUT_VARIABLE DATE
OUTPUT_STRIP_TRAILING_WHITESPACE
)
# Define a variable for CI_BUILD
set(CI_BUILD 0)
# Create git_version.h file
configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/src/platform/git_version.h.in
${CMAKE_CURRENT_SOURCE_DIR}/src/platform/git_version.h
)
-18
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@@ -1,18 +0,0 @@
set( CMAKE_SYSTEM_NAME "Emscripten" )
add_compile_definitions("DEBUG=$<CONFIG:Debug>")
set( CMAKE_C_COMPILER "emcc" )
set( CMAKE_CXX_COMPILER "em++" )
set( EXECUTABLE_NAME fallout2-ce.js )
option(OPTION_WASM_64 "Build wasm64 module" OFF)
option(OPTION_WASM_JSPI "Build wasm with JSPI support instead of asyncify module" OFF)
# Touch toolchain variable to suppress "unused variable" warning.
# This happens if CMake is invoked with the same command line the second time.
if(CMAKE_TOOLCHAIN_FILE)
endif()
+4
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@@ -0,0 +1,4 @@
set( CMAKE_SYSTEM_NAME "Linux" )
set( CMAKE_SYSTEM_PROCESSOR "i386" )
set( CMAKE_C_FLAGS "-m32" )
set( CMAKE_CXX_FLAGS "-m32" )
File diff suppressed because it is too large Load Diff
-122
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@@ -1,122 +0,0 @@
[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
;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
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
;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
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