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Author SHA1 Message Date
Mike Klaas f9a5aeff9a PR feedback 2026-04-10 23:48:45 -07:00
Mike Klaas bf55a6fbb1 cleanup 2026-04-10 23:48:45 -07:00
github-actions[bot] 9764e2911d chore: auto-format with clang-format 2026-04-11 06:30:12 +00:00
Mike Klaas 5d5bb78087 Implement perk carryover, plus get/set_perk_owed
As in Sfall, the 0/1 "perk owned" boolean becomes an unsigned char, allowing perks to accumulate if they are not spent by the time the next perk is granted.

Unlike Sfall, we add a mode where perks must be spent "in order".  For instance, if the player has not spent their level 3 perk when they hit level 6, they still have 2 perks to spend, but the first perk must be their level 3 perk (with only level 3 perks available), and then they can spend their level 6 perk.  This behaviour is configurable to be: vanilla, CE, or Sfall.

This value is the same char saved in vanilla and Sfall, so is backward compatible with old saves.

To implement `get/set_perk_owed`, perk incrementing has to happen at level-up time instead of the first time the character sheet is opened after level up.  This matches Sfall's implementation.

It would be pretty easy to implement set_perk_freq / seq_perk_freq / set_perk_level_mod / get_perk_available.  For now leaving this out since the PR is big and I'm not sure how often these are used in mods.
2026-04-10 23:21:41 -07:00
86 changed files with 1028 additions and 13660 deletions
-12
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@@ -98,12 +98,6 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/file_find.h"
"src/file_utils.cc"
"src/file_utils.h"
"src/fo1db/fo1_assoc.cc"
"src/fo1db/fo1_assoc.h"
"src/fo1db/fo1_db.cc"
"src/fo1db/fo1_db.h"
"src/fo1db/fo1_lzss.cc"
"src/fo1db/fo1_lzss.h"
"src/font_manager.cc"
"src/font_manager.h"
"src/game_config.cc"
@@ -120,8 +114,6 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/game_movie.h"
"src/game_sound.cc"
"src/game_sound.h"
"src/game_variant.cc"
"src/game_variant.h"
"src/game_vars.h"
"src/game.cc"
"src/game.h"
@@ -330,10 +322,6 @@ if(WIN32)
)
endif()
if(MSVC)
target_compile_options(${EXECUTABLE_NAME} PRIVATE /EHsc)
endif()
if(WIN32)
target_link_libraries(${EXECUTABLE_NAME}
winmm
+44 -20
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@@ -84,7 +84,7 @@ $ mv app /Applications/Fallout2
### Browser
> **NOTE**: WebAssembly build with emscripten
> **NOTE**: WebAssebly build with emscripten
```
docker run --rm -v $(pwd):/src emscripten/emsdk:3.1.74 sh -c 'git config --global --add safe.directory "*" && mkdir -p build && cd build && emcmake cmake ../ -DCMAKE_TOOLCHAIN_FILE=../cmake/toolchain/Emscripten.cmake && emmake make'
```
@@ -96,35 +96,59 @@ The main configuration file is `fallout2.cfg`. There are several important setti
The `sound` folder (with `music` folder inside) might be located either in `data` folder, or be in the Fallout folder. Update `music_path1` setting to match your hierarchy, usually it's `data/sound/music/` or `sound/music/`. Make sure it matches your path exactly (so it might be `SOUND/MUSIC/` if you've installed Fallout from CD). Music files themselves (with `ACM` extension) should be all uppercased, regardless of `sound` and `music` folders.
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:
The second configuration file is `f2_res.ini`. Use it to change game window size, enable/disable fullscreen mode and configure IFACE settings (the control bar at the bottom of the game screen).
```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)
[MAIN]
SCR_WIDTH=1280
SCR_HEIGHT=720
WINDOWED=1 ; 0 = fullscreen
SCALE_2X=1 ; 0 = original scale, 1 = 2x - requires increasing the minimum resolution from 640x480 to 1280x960.
[ui]
iface_bar_mode=0 ; 0 = interface bar below game window, 1 = interface bar overlaps game window
iface_bar_width=800 ; Width of interface bar (640 = original, 800 = extended)
iface_bar_side_art=2 ; Interface bar side art style (0=black, 1=metal grey, 2=leather, 3-8=alternative styles)
iface_bar_sides_ori=0 ; Side graphics orientation (0=extend from bar to edges, 1=extend from edges to bar)
splash_screen_size=1 ; Splash screen scaling (0=original size, 1=fit preserving aspect, 2=stretch to fill)
ignore_map_edges=0 ; Hi-res map scroll edges (0=enabled, 1=ignored)
[IFACE]
; if IFACE_BAR_MODE=0 - the bottom of the map view window sits at the top of the IFACE Bar.
; if IFACE_BAR_MODE=1 - the bottom of the map view window extends to the base of the screen and is overlapped by the IFACE Bar.
IFACE_BAR_MODE=0
;if IFACE_BAR_SIDE_ART=0 - Black, No Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=1 - Metal (grey) look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=2 - Leather look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=3-6 - Alternative Metal look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=7 - Alternative Leather look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=8 - Metal (brown) look Iface-bar side art used.
IFACE_BAR_SIDE_ART=2
;if IFACE_BAR_SIDES_ORI=0 - Iface-bar side graphics extend from the Iface-Bar to the Screen edges.
;if IFACE_BAR_SIDES_ORI=1 - Iface-bar side graphics extend from the Screen edges to the Iface-Bar.
IFACE_BAR_SIDES_ORI=0
;This will increase the width of the interface bar expanding the area used to display text.
;if IFACE_BAR_WIDTH=640 - Interface bar will remain at it's original width.
;if IFACE_BAR_WIDTH=800 - Interface bar will use 800pix wide asset from f2_res.dat.
;IFACE_BAR_WIDTH=640
[STATIC_SCREENS]
;if SPLASH_SCRN_SIZE=0 - Splash screen shows at original size if it fits, otherwise scales down while preserving aspect ratio.
;if SPLASH_SCRN_SIZE=1 - Splash screen scales to fit the screen while preserving aspect ratio.
;if SPLASH_SCRN_SIZE=2 - Splash screen stretches to fill the entire screen.
SPLASH_SCRN_SIZE=0
[MAPS]
;if IGNORE_MAP_EDGES=0 - Hi-Res map scroll edges are enabled.
;if IGNORE_MAP_EDGES=1 - Hi-Res map scroll edges are ignored.
IGNORE_MAP_EDGES=0
```
**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. For a sample f2_res.ini configuration file, containing all currently working settings use this link: [f2_res.ini](https://raw.githubusercontent.com/fallout2-ce/fallout2-ce/refs/heads/mainmenu/files/f2_res.ini)
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.
*Note*: use of the IFACE_BAR settings requires the f2_res.dat file, which contains graphical assets. Various versions are available, but one compatible with the above f2_res.ini be found here: [f2_res.dat](https://github.com/fallout2-ce/fallout2-ce/raw/refs/heads/mainmenu/files/f2_res.dat)
The third configuration file is `ddraw.ini` (part of Sfall). There are dozens of options that adjust or override engine behaviour and gameplay mechanics. This file is intended for modders and advanced users.
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)
+11 -29
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@@ -4,24 +4,6 @@ This document tracks Fallout 2 CE compatibility with sfall. This is for modders
For now, this covers opcodes/metarules, and hooks. In the future, it will include other ways of modifying the engine (like ini files), and other Sfall-specific behaviour.
## Settings (ddraw.ini → fallout2.cfg)
Some settings previously read from `ddraw.ini` have been moved into `fallout2.cfg`. The table below maps each setting to its new location. `HiResMode` had no effect in CE and has been removed.
| ddraw.ini section | ddraw.ini key | fallout2.cfg section | fallout2.cfg key |
| --- | --- | --- | --- |
| `Misc` | `SkipOpeningMovies` | `ui` | `skip_opening_movies` |
| `Misc` | `DisplayKarmaChanges` | `ui` | `display_karma_changes` |
| `Misc` | `DisplayBonusDamage` | `ui` | `display_bonus_damage` |
| `Misc` | `NumbersInDialogue` | `ui` | `numbers_in_dialogue` |
| `Misc` | `AutoQuickSave` | `ui` | `auto_quick_save` |
| `Main` | `EnableHighResolutionStencil` | `ui` | `enable_high_resolution_stencil` |
| `Misc` | `ConsoleOutputPath` | `debug` | `console_output_path` |
| `Misc` | `GaplessMusic` | `sound` | `gapless_music` |
| `Misc` | `ScreenshotsFormat` | `system` | `screenshots_format` |
| `Misc` | `UseWalkDistance` | `qol` | `use_walk_distance` |
| `Misc` | `AutoOpenDoors` | `qol` | `auto_open_doors` |
## Opcodes / Metarules
See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/) for documentation on specific functions.
@@ -34,7 +16,7 @@ See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/)
| 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 | - |
| Perks and traits | get_perk_owed<br>set_perk_owed<br>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 | implemented: only get_perk_owed, set_perk_owed | - |
| 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 | - |
@@ -57,20 +39,20 @@ See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/)
| Arrays / Array functions | create_array<br>temp_array<br>fix_array<br>get/set_array<br>resize_array<br>free_array<br>scan_array<br>len_array<br>save/load_array<br>array_key<br>arrayexpr | âś… except save_array, load_array | - |
| Perks and traits / NPC perks | set_fake_perk_npc<br>set_fake_trait_npc<br>set_selectable_perk_npc<br>has_fake_perk_npc<br>has_fake_trait_npc | not implemented | - |
| Global scripts / Global script functions | set_global_script_repeat<br>set_global_script_type<br>available_global_script_types | âś… except available_global_script_types | - |
| Combat | attack_is_aimed<br>block_combat<br>force_aimed_shots<br>disable_aimed_shots<br>get_attack_type<br>get/set_bodypart_hit_modifier<br>combat_data<br>get/set/reset_critical_table<br>get_last_target<br>get_last_attacker<br>set_critter_burst_disable<br>get/set_critter_current_ap<br>set_spray_settings<br>get/set_combat_free_move | implemented: get_attack_type, get_bodypart_hit_modifier, combat_data, set_bodypart_hit_modifier, get_critter_current_ap, set_critter_current_ap, get_combat_free_move, set_combat_free_move | - |
| 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: only get_attack_type, get_bodypart_hit_modifier, combat_data, set_bodypart_hit_modifier | - |
| 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 / Outline | outlined_object<br>get_outline<br>set_outline | âś… except get_outline | - |
| 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 / Inventory | display_stats<br>inventory_redraw<br>critter_inven_obj2<br>get_current_inven_size<br>item_weight | implemented: only critter_inven_obj2 | - |
| Interface / Cursor | get/set_cursor_mode | âś… | - |
| Locks | lock_is_jammed<br>unjam_lock<br>set_unjam_locks_time | not implemented | - |
| INI settings | get_ini_setting<br>get_ini_string<br>get_ini_section<br>get_ini_sections<br>get_ini_config<br>get_ini_config_db<br>set_ini_setting | âś… except get_ini_config, get_ini_config_db | `modified_ini` is intentionally omitted as deprecated. |
| Objects and scripts | set_self<br>set_dude_obj<br>real_dude_obj<br>remove_script<br>get/set_script<br>obj_is_carrying_obj<br>loot_obj<br>dialog_obj<br>obj_under_cursor<br>get/set_object_data<br>get/set_flags<br>set_unique_id<br>set_scr_name<br>obj_is_openable<br>get/set_proto_data<br>get_object_ai_data | implemented: set_self, get_script, obj_is_carrying_obj, loot_obj, dialog_obj, obj_under_cursor, get_object_data, get_flags, set_flags, obj_is_openable, get_proto_data, set_proto_data | - |
| Other / Game management | set_movie_path<br>stop/resume_game<br>mark_movie_played<br>game_loaded<br>get_game_mode<br>get_uptime<br>signal_close_game | implemented: game_loaded, get_game_mode, get_uptime, signal_close_game | - |
| Gameplay tweaks | set_pickpocket_max<br>set_hit_chance_max<br>set_xp_mod<br>set_critter_hit_chance_mod<br>set_base_hit_chance_mod<br>set_hp_per_level_mod<br>get_unspent_ap_bonus<br>gdialog_get_barter_mod<br>set_unspent_ap_bonus<br>get/set_unspent_ap_perk_bonus<br>set_inven_ap_cost<br>set_base_pickpocket_mod<br>set_critter_pickpocket_mod<br>get_inven_ap_cost<br>set_drugs_data<br>get_kill_counter<br>mod_kill_counter<br>set_pipboy_available | implemented: gdialog_get_barter_mod | - |
| Objects and scripts | set_self<br>set_dude_obj<br>real_dude_obj<br>remove_script<br>set_script<br>get_script<br>obj_is_carrying_obj<br>loot_obj<br>dialog_obj<br>obj_under_cursor<br>get_object_data<br>set_object_data<br>get_flags<br>set_flags<br>set_unique_id<br>set_scr_name<br>obj_is_openable<br>get/set_proto_data<br>get_object_ai_data | implemented: set_self, get_script, obj_is_carrying_obj, loot_obj, dialog_obj, obj_under_cursor, get_object_data, get_flags, set_flags, get_proto_data, set_proto_data | - |
| Other / Game management | set_movie_path<br>stop_game<br>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 | not implemented | - |
| 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. |
| 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, 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
@@ -78,7 +60,7 @@ See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/)
| --- | --- | --- | --- |
| ToHit | `HOOK_TOHIT` | âś… | - |
| AfterHitRoll | `HOOK_AFTERHITROLL` | đźš« | Et tu |
| CalcAPCost | `HOOK_CALCAPCOST` | âś… | - |
| CalcAPCost | `HOOK_CALCAPCOST` | đźš« | - |
| DeathAnim1 | `HOOK_DEATHANIM1` | đźš« | Use DEATHANIM2 instead |
| DeathAnim2 | `HOOK_DEATHANIM2` | âś… | - |
| CombatDamage | `HOOK_COMBATDAMAGE` | âś… | - |
@@ -92,10 +74,10 @@ See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/)
| ItemDamage | `HOOK_ITEMDAMAGE` | đźš« | - |
| AmmoCost | `HOOK_AMMOCOST` | đźš« | Et tu |
| KeyPress | `HOOK_KEYPRESS` | âś… | Third hook arg is currently `0`; CE doesn't use VK codes. |
| MouseClick | `HOOK_MOUSECLICK` | âś… | - |
| MouseClick | `HOOK_MOUSECLICK` | đźš« | - |
| UseSkill | `HOOK_USESKILL` | đźš« | - |
| Steal | `HOOK_STEAL` | đźš« | Et tu |
| WithinPerception | `HOOK_WITHINPERCEPTION` | âś… | - |
| WithinPerception | `HOOK_WITHINPERCEPTION` | đźš« | Et tu |
| InventoryMove | `HOOK_INVENTORYMOVE` | âś… | - |
| InvenWield | `HOOK_INVENWIELD` | đźš« | - |
| AdjustFID | `HOOK_ADJUSTFID` | đźš« | - |
+26
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@@ -3,6 +3,10 @@
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Main]
;Set to one to hide areas outside map bounds when using higher than 640x480 resolution, and to zero to disable
;EnableHighResolutionStencil=1
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Misc]
@@ -68,6 +72,13 @@ TownMapHotkeysFix=1
;Must be non-zero to use the edit/get/reset_critical script functions
;OverrideCriticalTable=2
;Set to 1 to get notification of karma changes in the notification window
DisplayKarmaChanges=0
;Set to 1 to skip the 3 opening movies
;Set to 2 to also skip the splash screen
SkipOpeningMovies=0
;Change the Skilldex cursor FRM numbers
;Default is 293 for all skills
Lockpick=293
@@ -88,9 +99,18 @@ Repair=293
;Syntax is 'city id:global id', with each city/global pair separated by a comma.
;CityRepsList=0:5001,2:5003,3:5004,4:5005,5:5006,6:5007,7:5008,8:5009,10:5011,11:5012,60:1640
;Set this to a valid path to save a copy of the console contents
;ConsoleOutputPath=console.txt
;Set to 1 to add additional pages of save slots !!! can be implemented !!!
;ExtraSaveSlots=1
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
;Quick save will cyclically overwrite saves from the first slot on the specified page to the last slot on the n-th page
;AutoQuickSave sets how many pages you want to use for quick saving (valid range: 1..10)
;Set to 0 to disable
AutoQuickSave=0
;These lines allow you to control the karma FRMs displayed on the character screen
;Number of KarmaPoints should be 1 less than number of KarmaFRMs
;KarmaFRMs=47,48,49
@@ -102,6 +122,9 @@ ScienceOnCritters=0
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
BonusHtHDamageFix=1
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
;DisplayBonusDamage=1
;Set to 1 to remove the limits that stop the game from rolling critical successes/failures in the first few days of game time
RemoveCriticalTimelimits=0
@@ -147,6 +170,9 @@ RemoveCriticalTimelimits=0
;You need to use the message_str_game script function to get messages from the files
;ExtraGameMsgFileList=
;Set to 1 to display numbered dialogue options
NumbersInDialogue=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
; Configuration ini files
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
-115
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@@ -1,115 +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
iface_bar_mode=0
iface_bar_side_art=2
iface_bar_sides_ori=0
iface_bar_width=800
ignore_map_edges=0
;Set to 1 to display numbered dialogue options
numbers_in_dialogue=0
;Set to 1 to skip the 3 opening movies
;Set to 2 to also skip the splash screen
skip_opening_movies=0
splash_screen_size=1
[qol]
; Automatically open doors that are unlocked and has no script attached.
auto_open_doors=0
; Overrides distance at which walk animation is used when using an object.
use_walk_distance=5
File diff suppressed because it is too large Load Diff
-61
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@@ -1,61 +0,0 @@
#
# enddeath.txt
#
# format of each line is:
#
# gvar, value, worldAreaKnown, worldAreaNotKnown, minLevel, %, narrator file
#
# Where:
#
# gvar is the GVAR_* number for the variable controlling the slide.
#
# value is the value that the gvar must be >= to for this slide
# to be shown
#
# worldAreaKnown is the # of a worldmap area that has to be known
# in order to get this one as an option
#
# worldAreaNotKnown is the # of a worldmap area that has to be *not*
# known in order to get this one as an option
#
# minLevel is the minimum player level in order to get this one as
# an option
#
# % is the % chance of a given line to occur
#
# narrator file is the base filename (no path path or extension) used
# for the narrator voice-over and subtitles. Maximum of 8 characters.
#
#####
# Generic Deaths
#####
-1, 0, -1, -1, 0, 20, NAR_3
-1, 0, -1, -1, 0, 20, NAR_4
-1, 0, -1, -1, 0, 20, NAR_5
-1, 0, -1, -1, 0, 20, NAR_6
-1, 0, 8, -1, 0, 20, NAR_8
#####
# Specific Deaths
#####
-1, 0, -1, 0, 200, 0, nar_dth3
-1, 0, -1, 0, 200, 0, nar_dth4
-1, 0, -1, 0, 200, 0, nar_dth5
-1, 0, -1, 0, 200, 0, nar_dth6
-1, 0, -1, 0, 200, 0, nar_dth7
-1, 0, -1, 0, 200, 0, nar_dth8
-1, 0, -1, 0, 200, 0, nar_dth9
# Special Radiation Death
491, 999, 3, -1, 150, 0, NAR_7
#####
# Joke Deaths
#####
-1, 0, -1, -1, 10, 1, nar_jdd1
-1, 0, -1, -1, 10, 1, nar_jdd3
-1, 0, -1, -1, 10, 1, nar_jdd4
-1, 0, -1, -1, 10, 1, nar_jdd5
-1, 0, -1, -1, 10, 1, nar_jdd6
File diff suppressed because it is too large Load Diff
-104
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@@ -1,104 +0,0 @@
;
; Party Member valid option data
;
;
; Warning: Adding a party member here means you must also add it to party.h!
;
;
; Note: Party Member level-up float messages are found in game\misc.msg!
;
[Party Member 0] ; Player -- Not actually used!
party_member_pid=16777216
area_attack_mode=always, sometimes, be_sure, be_careful, be_absolutely_sure
attack_who=whomever_attacking_me, strongest, weakest, whomever, closest
best_weapon=no_pref, melee, melee_over_ranged, ranged_over_melee, ranged, unarmed, unarmed_over_thrown, random
chem_use=clean, stims_when_hurt_little, stims_when_hurt_lots, sometimes, anytime, always
distance=stay_close, charge, snipe, on_your_own, stay
run_away_mode=none, coward, finger_hurts, bleeding, not_feeling_good, tourniquet, never
disposition=none, custom, coward, defensive, aggressive, berserk
level_minimum=0
level_up_every=0
level_pids=-1
[Party Member 1] ; pMIan_PID
party_member_pid=16777292
area_attack_mode=always, sometimes, be_sure, be_careful, be_absolutely_sure
attack_who=whomever_attacking_me, strongest, weakest, whomever, closest
best_weapon=no_pref, melee, ranged_over_melee, ranged
chem_use=clean, stims_when_hurt_little, stims_when_hurt_lots, sometimes, anytime
distance=stay_close, charge, snipe, on_your_own, stay
run_away_mode=none, not_feeling_good, tourniquet, never
disposition=none, custom, defensive, aggressive, berserk
level_minimum=3
level_up_every=3
level_pids=16777530,16777531,16777532,16777533
[Party Member 2] ; pMDog_PID
party_member_pid=16777338
area_attack_mode=
attack_who=whomever_attacking_me, strongest, weakest, whomever, closest
best_weapon=unarmed
chem_use=clean
distance=stay_close, charge, on_your_own, stay
run_away_mode=none, not_feeling_good, tourniquet, never
disposition=none, custom, aggressive, berserk
level_minimum=4
level_up_every=3
level_pids=16777542,16777543,16777544,16777545
[Party Member 3] ; pMTycho_PID
party_member_pid=16777426
area_attack_mode=always, sometimes, be_sure, be_careful, be_absolutely_sure
attack_who=whomever_attacking_me, strongest, weakest, whomever, closest
best_weapon=no_pref, ranged_over_melee, ranged, unarmed
chem_use=clean, stims_when_hurt_little, stims_when_hurt_lots, sometimes, anytime
distance=stay_close, charge, snipe, on_your_own, stay
run_away_mode=none, not_feeling_good, tourniquet, never
disposition=none, custom, defensive, aggressive, berserk
level_minimum=4
level_up_every=3
level_pids=16777534,16777535,16777536,16777537
[Party Member 4] ; pMKatja_PID
party_member_pid=16777518
area_attack_mode=sometimes, be_sure, be_careful, be_absolutely_sure
attack_who=whomever_attacking_me, weakest, whomever, closest
best_weapon=no_pref, melee, melee_over_ranged, ranged_over_melee, ranged, unarmed
chem_use=stims_when_hurt_little, stims_when_hurt_lots
distance=stay_close, charge, on_your_own, stay
run_away_mode=none, coward, finger_hurts, bleeding, not_feeling_good
disposition=none, custom, defensive, aggressive, coward
level_minimum=4
level_up_every=2
level_pids=16777538,16777539,16777540,16777541
[Party Member 5] ; pMTandi_PID
party_member_pid=16777279
area_attack_mode=always, sometimes, be_sure, be_careful, be_absolutely_sure
attack_who=whomever_attacking_me, strongest, weakest, whomever, closest
best_weapon=no_pref, melee, melee_over_ranged, ranged_over_melee, ranged, unarmed
chem_use=clean, stims_when_hurt_little, stims_when_hurt_lots, sometimes, anytime, always
distance=stay_close, charge, snipe, on_your_own, stay
run_away_mode=none, coward, finger_hurts, bleeding, not_feeling_good, tourniquet, never
disposition=none, custom, coward, defensive, aggressive, berserk
level_minimum=0
level_up_every=0
level_pids=-1
[Party Member 6] ; pMMrHandyC_PID
party_member_pid=16777529
area_attack_mode=always, sometimes, be_sure, be_careful, be_absolutely_sure
attack_who=whomever_attacking_me, strongest, weakest, whomever, closest
best_weapon=no_pref, melee, melee_over_ranged, ranged_over_melee, ranged, unarmed
chem_use=clean
distance=stay_close, charge, snipe, on_your_own, stay
run_away_mode=none, coward, finger_hurts, bleeding, not_feeling_good, tourniquet, never
disposition=none, custom, coward, defensive, aggressive, berserk
level_minimum=0
level_up_every=0
level_pids=-1
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
-402
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@@ -1,402 +0,0 @@
;
; Fallout team quotes
;
; The fonts used to display this file are the reverse of the
; credits.txt file. In other words, the font used to display
; titles in credits.txt (the lines with the '@') is the font
; used to display these quotes. Putting an '@' at the start of
; a line in this file will use the font used to display the
; names in the credits.txt file (currently 104).
;
; Max line length with the current font (103) is about 63.
; Anything longer than that won't be displayed, as it won't fit
; on the screen.
;
; All lines are automatically centered on the display.
;
; See top of credits.txt for additional info.
;
@Quotes from the Fallout team:
(Press ESC if you don't want to see some raw language)
I asked for anatomically correct, but not naked!
- Tim C.
I appreciate the fact that ?? is only speaking to us when spoken to.
- Leonard
So now that you are past the learning curve,
you can blow up people much faster, right?
- Tim C.
So how fast can _you_ draw a bunny?
- JT
I didn't do it yet today because I was waiting for Leonard's head.
- Scott C.
Did you see Steven Spielberg go by?
- Tim C.
No, I was taking a piss.
- Mark Harrison
Blueberry muffins are one of Man's crowning achievements.
- JT
Out of my way. I'm a fucking genius.
- Jason
Dismemberment is just inherently funny.
- JT
I had a wooden one, but Spence broke it.
- Jesse
You can say penis, but you can't say cocksucker.
- Leonard
It's fun to make fun of people who are stupid.
- JT
Crap is the hardest stuff to make.
- Michael
No, I haven't shot anyone today.
- JT
But 15 _is_ an even number!
- Leonard
But 15 isn't divisible by 2.
- Tim.
You know what I mean. I meant 15 is prime.
- Leonard
I'll be going on to death at the end of the day.
- Michael
I'm tired of looking at that peanut.
- Tim C.
I only wash my nose. It's the only thing that gets dirty.
- Fred
I'm going to jiujitsu his ass.
- Leonard
I'll have to remember or else I'll forget.
- Jesse
You never know what wacky things I'm going to do with my hand.
- Tim C.
Sorry I'm late, but Mary needed marbles and I had lost mine.
- Chris T.
It's fun hitting other people's balls.
- Tim C.
I'm going to kill this game.
- Mark Morgan
Do you want help putting on your bikini?
- Fred to Tim C.
I like to get them in the butt.
- Tim C.
I need more peasants!
- Fred
If I hadn't had sex, I would have called Tom or Jesse.
- Scotty
Did you know you can talk to people who don't have heads?
- Jesse
We'll have a little bowl hair-cut kid so you
can't tell if it's a boy or a girl when you're killing it.
- Leonard
It's just a flag!
- Scotty
I'll tell them to give me more exploding peasants.
- Fred
Do you need help changing his pants?
- Leonard
I was getting home and getting ready to get some,
and I remembered it was a holiday.
- Scotty
I'd rather drink a bottle of urine than THAT!
- Scotty
Rusty wants any body he can have.
- Gus
Nick's are worn and falling apart and orange.
- Jesse
I never let work interfere with my cooking.
- Tim C.
I don't want you to stop making them,
because it's the only time I get any.
- Scotty
I vote for Hate.
- Jason
That reminds me of Toxic Avenger, the unrated version.
- Scotty
You know, we should lock down sex.
- Chris T.
How do I kill people? I need some dead bodies.
- Robert H.
Don't quote me on that.
- Leonard
I had a weird dream involving Scotty,
and I don't even want to remember it.
- Jesse
What?!
- Scotty
I don't know what we're going to do about it.
I guess we're going to have to start cutting heads.
- Tim C.
Well, that's true and that's untrue.
- Gus
But I like being a woman!
- Scotty
I'm used to playing with myself.
- Scotty
That's the essence of art -- making it all work together.
- Leonard
Did I tell you I broke my thingy?
- Dave
I want more randomness in my randomology.
- Robert H.
I can't finish the AI without drugs.
- Tim C.
Please do not make fun of my poop.
- Tim C.
I know how to tell males from females now.
- Tim C.
Excuse me, my butt did that.
- Jesse
I'm going to kick you in the butt.
- Robert H. to Tim C.
Because it's soft as a baby's behind.
- Jesse.
How do you know?
- Scotty
I can do Troy. I used to be his monkey.
- Chris T.
I had one once, but I pumped it too hard and I broke it.
- Scotty
I stripped and wiped.
- Scotty
Why can't I be a lesbian?
- Shanna
I wonder what that thing hanging there is.
- Shanna
I need more intelligence.
- Nick
At the same time, I want to make sure that
I don't have dead people stand up.
- Tim C.
I'd model dust, if I could.
- Jason
I'm on top now.
- Evan
I do a good cow.
- Greg B.
If he's on top of me, I'm gonna be pissed!
- Shanna
If I was a girl, I'd do him.
- Evan
You won't be here when I get off.
- Mike Krueger
Well, I was playing with it last night but I
couldn't get anything to come out!
- Mike Krueger
Stop shaking my monkey!
- Matt Murakami
I like people who say poop.
- Savina
It's not unstable, it's just buggy.
There's a difference.
- Chris J.
Instead of sexual urges, they get
sucking blood urges.
- Scotty
I like little boys who wear skirts.
- Mike Krueger
His iguana-stick is way too long.
- Leonard
Fallout is "By Americans, For Americans" and
the rest of the world can just get stuffed.
- Scotty
All the Brotherhood do it. They know how.
- Nick
I'm going to teach you to script,
that'll be torture.
- Nick
His little thing looks better anyway.
- Evan
He TOLD me to touch it!
- Nick
I'm really scared of the people on the Internet.
They're all dumb. Except for that one guy.
- Scotty
I haven't touched it for two months.
- Nick
Well, you better start touching it.
- Evan
You can never be paranoid enough.
- Scotty
You should be 14-18 when you blow the Master.
- Jess
Oh, wait a minute, talk to Jesse.
Jesse usually has lots of drugs.
- Scotty
I burnt my part, for one thing.
- Mark H.
I'm usually a lot happier about the
game when I'm not playing it.
- Scotty
You gotta take it easy, this is my first time.
- Dave Hendee
It's really quick to get it up.
- Mark H.
I can find the hole without looking now.
- Ed H.
I've actually had it both ways, but I'm not sure why...
- Dan S.
I can touch it everywhere and it seems to work.
- Scotty
OK, I was sleeping with Ian...
- Gus
What is the sound of one man working on another?
- Dan S.
I hate being fucked.
- Gus
I think our game has a high potential
for being very violent.
- Jason A.
I'm not going to be beaten by cheesecake.
- Tim C.
I have new respect for crowbars.
(pause)
Well, at least it isn't about sex.
- Scotty
That thing is a little too
big to stick right there.
- Matt G.
I'm not going to do the cows.
- Dan S.
The cows are glad to hear that.
- Robert H.
But I love faggot pizza.
- Scotty
It won't crash any more. In theory.
- Mark H.
I wasn't wearing anything
the first time I won the game.
- Tim C.
@FIN
@@ -1,80 +0,0 @@
#include "sfall.h"
#include "dik.h"
#include "define_lite.h"
#include "command_lite.h"
#include "test_utils.h"
#define TEST_ITEM_PID 40
#define OP_GET_CRITTER_CURRENT_AP 0x8191
#define OP_SET_CRITTER_CURRENT_AP 0x8192
#define opcode_exists(opcode) sfall_func1("opcode_exists", opcode)
procedure run_combat_turn_roundtrip begin
variable originalAp := get_critter_current_ap(dude_obj);
variable originalFreeMove := get_combat_free_move;
variable expectedAp := originalAp + 1;
variable expectedFreeMove := originalFreeMove + 2;
set_critter_current_ap(dude_obj, expectedAp);
set_combat_free_move(expectedFreeMove);
call assertEquals("set/get_critter_current_ap roundtrip", get_critter_current_ap(dude_obj), expectedAp);
call assertEquals("set/get_combat_free_move roundtrip", get_combat_free_move, expectedFreeMove);
set_critter_current_ap(dude_obj, originalAp);
set_combat_free_move(originalFreeMove);
call assertEquals("get_critter_current_ap restored", get_critter_current_ap(dude_obj), originalAp);
call assertEquals("get_combat_free_move restored", get_combat_free_move, originalFreeMove);
call report_test_results("combat_inventory_misc_combat");
end
procedure report_obj_under_cursor begin
variable target := obj_under_cursor(0, 1);
if (target == 0) then begin
display_msg("No object under cursor.");
return;
end
display_msg("Cursor object: " + obj_name(target) + ", openable=" + obj_is_openable(target));
end
procedure keypress_handler begin
variable pressed := get_sfall_arg_at(0);
variable key := get_sfall_arg_at(1);
if (not pressed) then return;
if (key == DIK_J) then begin
call run_combat_turn_roundtrip();
end else if (key == DIK_K) then begin
call report_obj_under_cursor();
end
end
procedure start begin
variable testItem;
if (not game_loaded) then return;
display_msg("Testing combat/inventory/object helpers...");
call assertEquals("metarule get_combat_free_move", metarule_exist("get_combat_free_move"), 1);
call assertEquals("metarule set_combat_free_move", metarule_exist("set_combat_free_move"), 1);
call assertEquals("metarule item_weight", metarule_exist("item_weight"), 1);
call assertEquals("metarule obj_is_openable", metarule_exist("obj_is_openable"), 1);
call assertEquals("opcode get_critter_current_ap", opcode_exists(OP_GET_CRITTER_CURRENT_AP), 1);
call assertEquals("opcode set_critter_current_ap", opcode_exists(OP_SET_CRITTER_CURRENT_AP), 1);
testItem := create_object_sid(TEST_ITEM_PID, 0, 0, -1);
call assertEquals("item_weight matches proto weight for test item", item_weight(testItem), obj_weight(testItem));
call assertEquals("non-container item is not openable", obj_is_openable(testItem), 0);
destroy_object(testItem);
call report_test_results("combat_inventory_misc");
display_msg("Manual test: enter combat, wait for your turn, then press J to roundtrip AP/free-move.");
display_msg("Manual test: point at a door or container and press K to print obj_is_openable().");
register_hook_proc(HOOK_KEYPRESS, keypress_handler);
end
-64
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@@ -1,64 +0,0 @@
#include "sfall.h"
#include "dik.h"
#include "lib.arrays.h"
#include "lib.obj.h"
variable calcapcost_override_enabled := true;
procedure calcapcost_mode_name begin
if (calcapcost_override_enabled) then return "override";
return "engine";
end
procedure calcapcost_item_name(variable item) begin
if (item == 0) then return "<null>";
return obj_name(item);
end
procedure calcapcost_handler begin
variable
args := get_sfall_args,
critter := args[0],
attackType := args[1],
isAimed := args[2],
defaultCost := args[3],
weapon := args[4],
weaponPid := 0;
if (critter != dude_obj) then return;
if (weapon) then weaponPid := obj_pid(weapon);
display_msg(string_format("calcapcost mode=%s attack=%d aimed=%d default=%d weapon=%s pid=%d",
calcapcost_mode_name,
attackType,
isAimed,
defaultCost,
calcapcost_item_name(weapon),
weaponPid));
if (calcapcost_override_enabled) then
set_sfall_return(defaultCost + 3);
end
procedure keypress_handler begin
variable
pressed := get_sfall_arg_at(0),
key := get_sfall_arg_at(1);
if (not pressed) then return;
if (key != DIK_H) then return;
calcapcost_override_enabled := not calcapcost_override_enabled;
display_msg(string_format1("calcapcost mode -> %s", calcapcost_mode_name));
intface_redraw;
end
procedure start begin
if (not game_loaded) then return;
display_msg("calcapcost manual test ready: press H to toggle override (+3 AP)");
display_msg("check weapon, unarmed, and non-weapon hand items; hook logs args for dude only");
register_hook_proc(HOOK_KEYPRESS, keypress_handler);
register_hook_proc(HOOK_CALCAPCOST, calcapcost_handler);
end
-105
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@@ -1,105 +0,0 @@
#include "sfall.h"
#include "dik.h"
#include "lib.arrays.h"
#include "lib.obj.h"
variable withinperception_override := -1;
procedure withinperception_override_name(variable value) begin
if (value == -1) then return "engine";
if (value == 0) then return "block";
if (value == 1) then return "allow";
if (value == 2) then return "force_detect";
return "unknown";
end
procedure withinperception_type_name(variable hook_type) begin
if (hook_type == 0) then return "engine";
if (hook_type == 1) then return "see";
if (hook_type == 2) then return "hear";
if (hook_type == 3) then return "ai_target";
return "unknown";
end
procedure cycle_override begin
if (withinperception_override == -1) then withinperception_override := 0;
else if (withinperception_override == 0) then withinperception_override := 1;
else if (withinperception_override == 1) then withinperception_override := 2;
else withinperception_override := -1;
display_msg(string_format1("withinperception override=%s", withinperception_override_name(withinperception_override)));
end
procedure print_target_checks begin
variable
target := obj_under_cursor(true, false),
canSee,
canHear,
target_name := "(null)";
target_name := obj_name_safe(target);
display_msg(string_format2("withinperception target=%s pid=%d", target_name, target and obj_pid(target)));
if (target == 0) then begin
display_msg("withinperception no target under cursor");
return;
end
canSee := obj_can_see_obj(dude_obj, target);
canHear := obj_can_hear_obj(dude_obj, target);
display_msg(string_format2("withinperception see=%d hear=%d", canSee, canHear));
end
procedure withinperception_handler begin
variable
args := get_sfall_args,
watcher := args[0],
target := args[1],
original_result := args[2],
hook_type := args[3],
watcher_name := "(null)",
target_name := "(null)",
override_result := withinperception_override;
watcher_name := obj_name_safe(watcher);
target_name := obj_name_safe(target);
if (watcher == dude_obj) then begin
display_msg(string_format("withinperception %s %s -> %s [res=%d]",
withinperception_type_name(hook_type),
watcher_name,
target_name, original_result));
end
if (override_result == -1) then return;
if (hook_type != 1 and override_result == 2) then override_result := 1;
set_sfall_return(override_result);
end
procedure keypress_handler begin
variable
pressed := get_sfall_arg_at(0),
key := get_sfall_arg_at(1);
if (not pressed) then return;
if (key == DIK_J) then begin
call print_target_checks;
end else if (key == DIK_K) then begin
call cycle_override;
end
end
procedure start begin
if (not game_loaded) then return;
display_msg("withinperception manual test ready: J checks target under cursor, K cycles override");
display_msg("withinperception override order: engine -> block -> allow -> force_detect");
register_hook_proc(HOOK_KEYPRESS, keypress_handler);
register_hook_proc(HOOK_WITHINPERCEPTION, withinperception_handler);
end
-8
View File
@@ -9,7 +9,6 @@
#include "debug.h"
#include "draw.h"
#include "game.h"
#include "game_variant.h"
#include "memory.h"
#include "object.h"
#include "proto.h"
@@ -232,13 +231,6 @@ int artInit()
critterFileNames += 13;
}
// FO1 does not have a tribal look; use jumpsuit as the default player art.
if (gameVariantIsFallout1() && _art_vault_guy_num == 0) {
_art_vault_guy_num = _art_vault_person_nums[DUDE_NATIVE_LOOK_JUMPSUIT][GENDER_MALE];
_art_vault_person_nums[DUDE_NATIVE_LOOK_TRIBAL][GENDER_MALE] = _art_vault_person_nums[DUDE_NATIVE_LOOK_JUMPSUIT][GENDER_MALE];
_art_vault_person_nums[DUDE_NATIVE_LOOK_TRIBAL][GENDER_FEMALE] = _art_vault_person_nums[DUDE_NATIVE_LOOK_JUMPSUIT][GENDER_FEMALE];
}
for (int critterIndex = 0; critterIndex < gArtListDescriptions[OBJ_TYPE_CRITTER].fileNamesLength; critterIndex++) {
if (!fileReadString(string, sizeof(string), stream)) {
break;
+154 -34
View File
@@ -37,6 +37,7 @@
#include "platform_compat.h"
#include "proto.h"
#include "scripts.h"
#include "settings.h"
#include "sfall_config.h"
#include "skill.h"
#include "stat.h"
@@ -144,6 +145,11 @@ enum {
EDITOR_BUTTONS_COUNT = EDITOR_FIRST_TRAIT + TRAIT_COUNT,
};
static constexpr int kMaxPerkOwed = 250;
// nb. this is number of perks, not total perk ranks. This only prevents level ups from granting more perks.
static constexpr int kMaxSelectablePerks = 37;
static constexpr int kPrimaryStatDescriptionWidth = 100;
enum {
EDITOR_GRAPHIC_BIG_NUMBERS,
EDITOR_GRAPHIC_AGE_MASK,
@@ -282,6 +288,8 @@ static int perkDialogDrawTraits(int a1);
static int perkDialogOptionCompare(const void* a1, const void* a2);
static int perkDialogDrawCard(int frmId, const char* name, const char* rank, char* description);
static void _pop_perks();
static int characterEditorGetLevelsPerPerk();
static void characterEditorGrantPerkAtLevel(int level);
static int _is_supper_bonus();
static int characterEditorFolderViewInit();
static void characterEditorFolderViewScroll(int direction);
@@ -769,7 +777,7 @@ static int gCharacterEditorTaggedSkillCount;
static int gCharacterEditorTempTaggedSkills[NUM_TAGGED_SKILLS];
// 0x570A28
static char gCharacterEditorHasFreePerkBackup;
static unsigned char gCharacterEditorHasFreePerkBackup;
// 0x570A29
static unsigned char gCharacterEditorHasFreePerk;
@@ -2474,7 +2482,7 @@ static void characterEditorDrawPrimaryStat(int stat, bool animate, int previousV
characterEditorDrawBigNumber(58, gCharacterEditorPrimaryStatY[stat], flags, value, previousValue, gCharacterEditorWindow);
blitBufferToBuffer(_editorBackgroundFrmImage.getData() + off, 40, fontGetLineHeight(), 640, gCharacterEditorWindowBuffer + off, 640);
blitBufferToBuffer(_editorBackgroundFrmImage.getData() + off, kPrimaryStatDescriptionWidth, fontGetLineHeight(), 640, gCharacterEditorWindowBuffer + off, 640);
messageListItemId = critterGetStat(gDude, stat) + 199;
if (messageListItemId > 210) {
@@ -2486,7 +2494,7 @@ static void characterEditorDrawPrimaryStat(int stat, bool animate, int previousV
} else {
value = critterGetStat(gDude, stat);
characterEditorDrawBigNumber(58, gCharacterEditorPrimaryStatY[stat], 0, value, 0, gCharacterEditorWindow);
blitBufferToBuffer(_editorBackgroundFrmImage.getData() + off, 40, fontGetLineHeight(), 640, gCharacterEditorWindowBuffer + off, 640);
blitBufferToBuffer(_editorBackgroundFrmImage.getData() + off, kPrimaryStatDescriptionWidth, fontGetLineHeight(), 640, gCharacterEditorWindowBuffer + off, 640);
value = critterGetStat(gDude, stat);
if (value > 10) {
@@ -5668,11 +5676,117 @@ int characterEditorLoad(File* stream)
return 0;
}
int characterEditorGetPerkOwed()
{
return gCharacterEditorHasFreePerk;
}
void characterEditorSetPerkOwed(int value)
{
unsigned int maskedValue = static_cast<unsigned int>(value) & 0xFF;
if (maskedValue <= kMaxPerkOwed) {
gCharacterEditorHasFreePerk = maskedValue;
}
}
// External interface: called when level up occurs
void characterEditorHandleLevelUp(int level)
{
characterEditorGrantPerkAtLevel(level);
}
// compute the character level that the next perk selection should use
int characterEditorGetPerkSelectionLevel()
{
int currentLevel = pcGetStat(PC_STAT_LEVEL);
if (settings.gameplay.perk_carryover != PERK_CARRY_OVER_MODE_ON) {
return currentLevel;
}
int owed = characterEditorGetPerkOwed();
if (owed <= 1) {
// If a single perk is owed, use the current level. This prevents odd effects in
// saves where perks have been skipped and is a general safe fallback.
return currentLevel;
}
int levelsPerPerk = characterEditorGetLevelsPerPerk();
// This therefore uses the number of perk thresholds strictly before the
// current level, then compares that against the total perk ranks already
// spent. In the common non-scripted case:
// - level 6 with 0 spent perks yields one deferred threshold (level 3)
// - after spending one perk, there is no older backlog left, so the next
// owed perk uses level 6 requirements
// - level 9 with 2 spent perks has no older backlog, so owed perks are
// immediately spendable at level 9
int previousThresholdsReached = (currentLevel - 1) / levelsPerPerk;
int spentPerks = 0;
for (int perk = 0; perk < PERK_COUNT; perk++) {
spentPerks += perkGetRank(gDude, perk);
}
// This is a heuristic for the 99.9% case where perk ranks come from normal
// perk picks. If enough perk ranks have already been spent to cover all
// earlier thresholds, there is no deferred backlog to force in order.
if (spentPerks >= previousThresholdsReached) {
return currentLevel;
}
// The next deferred pick corresponds to the earliest previously missed
// threshold after the already-spent perk ranks.
int thresholdIndex = spentPerks + 1;
int selectionLevel = std::max(3, thresholdIndex * levelsPerPerk);
if (selectionLevel <= 0 || selectionLevel > currentLevel) {
return currentLevel;
}
return selectionLevel;
}
// 0x43C20C
void characterEditorReset()
{
gCharacterEditorRemainingCharacterPoints = 5;
gCharacterEditorLastLevel = 1;
characterEditorSetPerkOwed(0);
}
static int characterEditorGetLevelsPerPerk()
{
int progression = 3;
if (traitIsSelected(TRAIT_SKILLED)) {
progression += 1;
}
return progression;
}
static void characterEditorGrantPerkAtLevel(int level)
{
if (level <= 0 || level % characterEditorGetLevelsPerPerk() != 0) {
return;
}
int selectedPerksCount = 0;
for (int perk = 0; perk < PERK_COUNT; perk++) {
if (perkGetRank(gDude, perk) != 0) {
selectedPerksCount += 1;
if (selectedPerksCount >= kMaxSelectablePerks) {
return;
}
}
}
switch (settings.gameplay.perk_carryover) {
case PERK_CARRY_OVER_MODE_OFF:
characterEditorSetPerkOwed(1);
break;
case PERK_CARRY_OVER_MODE_ON:
case PERK_CARRY_OVER_MODE_SFALL:
characterEditorSetPerkOwed(characterEditorGetPerkOwed() + 1);
break;
}
}
// level up if needed
@@ -5682,6 +5796,13 @@ static int characterEditorUpdateLevel()
{
int level = pcGetStat(PC_STAT_LEVEL);
if (level != gCharacterEditorLastLevel && level <= PC_LEVEL_MAX) {
// Runtime level-up now grants perks immediately. However, older saves
// may still have last_level behind the real level with no owed perks
// recorded, because perk grants used to be deferred until the next
// character screen visit. Replay perk grants only for that legacy
// catch-up case.
bool shouldReplayPerkGrants = characterEditorGetPerkOwed() == 0;
for (int nextLevel = gCharacterEditorLastLevel + 1; nextLevel <= level; nextLevel++) {
int sp = pcGetStat(PC_STAT_UNSPENT_SKILL_POINTS);
sp += 5;
@@ -5700,30 +5821,13 @@ static int characterEditorUpdateLevel()
pcSetStat(PC_STAT_UNSPENT_SKILL_POINTS, sp);
int selectedPerksCount = 0;
for (int perk = 0; perk < PERK_COUNT; perk++) {
if (perkGetRank(gDude, perk) != 0) {
selectedPerksCount += 1;
if (selectedPerksCount >= 37) {
break;
}
}
}
if (selectedPerksCount < 37) {
int progression = 3;
if (traitIsSelected(TRAIT_SKILLED)) {
progression += 1;
}
if (nextLevel % progression == 0) {
gCharacterEditorHasFreePerk = 1;
}
if (shouldReplayPerkGrants) {
characterEditorGrantPerkAtLevel(nextLevel);
}
}
}
if (gCharacterEditorHasFreePerk != 0) {
while (characterEditorGetPerkOwed() != 0) {
characterEditorWindowSelectedFolder = 0;
characterEditorDrawFolders();
windowRefresh(gCharacterEditorWindow);
@@ -5732,11 +5836,15 @@ static int characterEditorUpdateLevel()
if (rc == -1) {
debugPrint("\n *** Error running perks dialog! ***\n");
return -1;
} else if (rc == 0) {
}
if (rc == 0) {
characterEditorDrawFolders();
} else if (rc == 1) {
break;
}
if (rc == 1) {
characterEditorDrawFolders();
gCharacterEditorHasFreePerk = 0;
}
}
@@ -5785,6 +5893,10 @@ static int perkDialogShow()
gPerkDialogCardFrmId = -1;
gPerkDialogCardTitle[0] = '\0';
gPerkDialogCardDrawn = false;
int previousPerkRanks[PERK_COUNT];
for (int perk = 0; perk < PERK_COUNT; perk++) {
previousPerkRanks[perk] = perkGetRank(gDude, perk);
}
int backgroundFid = buildFid(OBJ_TYPE_INTERFACE, 86, 0, 0, 0);
if (!_perkDialogBackgroundFrmImage.lock(backgroundFid)) {
@@ -5910,6 +6022,12 @@ static int perkDialogShow()
fontDrawText(gPerkDialogWindowBuffer + PERK_WINDOW_WIDTH * 186 + 171, msg, PERK_WINDOW_WIDTH, PERK_WINDOW_WIDTH, _colorTable[18979]);
int count = perkDialogDrawPerks();
if (count == 0) {
debugPrint("*** No perks available for current owed slot! ***");
_perkDialogBackgroundFrmImage.unlock();
windowDestroy(gPerkDialogWindow);
return -1;
}
// NOTE: Original code is slightly different, but does the same thing.
int perk = gPerkDialogOptionList[gPerkDialogTopLine + gPerkDialogCurrentLine].value;
@@ -5931,7 +6049,8 @@ static int perkDialogShow()
int rc = perkDialogHandleInput(count, perkDialogRefreshPerks);
if (rc == 1) {
if (perkAdd(gDude, gPerkDialogOptionList[gPerkDialogTopLine + gPerkDialogCurrentLine].value) == -1) {
int selectionLevel = characterEditorGetPerkSelectionLevel();
if (perkAddAtLevel(gDude, gPerkDialogOptionList[gPerkDialogTopLine + gPerkDialogCurrentLine].value, selectionLevel) == -1) {
debugPrint("\n*** Unable to add perk! ***\n");
rc = 2;
}
@@ -5940,19 +6059,20 @@ static int perkDialogShow()
rc &= 1;
if (rc != 0) {
if (perkGetRank(gDude, PERK_TAG) != 0 && gCharacterEditorPerksBackup[PERK_TAG] == 0) {
characterEditorSetPerkOwed(characterEditorGetPerkOwed() - 1);
if (perkGetRank(gDude, PERK_TAG) != 0 && previousPerkRanks[PERK_TAG] == 0) {
if (!perkDialogHandleTagPerk()) {
perkRemove(gDude, PERK_TAG);
}
} else if (perkGetRank(gDude, PERK_MUTATE) != 0 && gCharacterEditorPerksBackup[PERK_MUTATE] == 0) {
} else if (perkGetRank(gDude, PERK_MUTATE) != 0 && previousPerkRanks[PERK_MUTATE] == 0) {
if (!perkDialogHandleMutatePerk()) {
perkRemove(gDude, PERK_MUTATE);
}
} else if (perkGetRank(gDude, PERK_LIFEGIVER) != gCharacterEditorPerksBackup[PERK_LIFEGIVER]) {
} else if (perkGetRank(gDude, PERK_LIFEGIVER) != previousPerkRanks[PERK_LIFEGIVER]) {
int maxHp = critterGetBonusStat(gDude, STAT_MAXIMUM_HIT_POINTS);
critterSetBonusStat(gDude, STAT_MAXIMUM_HIT_POINTS, maxHp + 4);
critterAdjustHitPoints(gDude, 4);
} else if (perkGetRank(gDude, PERK_EDUCATED) != gCharacterEditorPerksBackup[PERK_EDUCATED]) {
} else if (perkGetRank(gDude, PERK_EDUCATED) != previousPerkRanks[PERK_EDUCATED]) {
int sp = pcGetStat(PC_STAT_UNSPENT_SKILL_POINTS);
pcSetStat(PC_STAT_UNSPENT_SKILL_POINTS, sp + 2);
}
@@ -6266,7 +6386,7 @@ static int perkDialogDrawPerks()
fontSetCurrent(101);
int perks[PERK_COUNT];
int count = perkGetAvailablePerks(gDude, perks);
int count = perkGetAvailablePerks(gDude, characterEditorGetPerkSelectionLevel(), perks);
if (count == 0) {
return 0;
}
@@ -6988,7 +7108,7 @@ static int karmaInit()
File* stream = fileOpen("data\\karmavar.txt", "rt");
if (stream == nullptr) {
return 0;
return -1;
}
char string[256];
@@ -7087,7 +7207,7 @@ static int genericReputationInit()
File* stream = fileOpen("data\\genrep.txt", "rt");
if (stream == nullptr) {
return 0;
return -1;
}
char string[256];
+14
View File
@@ -7,6 +7,16 @@ namespace fallout {
extern int gCharacterEditorRemainingCharacterPoints;
enum PerkCarryOverMode {
// Unspent perks are lost on level up (vanilla)
PERK_CARRY_OVER_MODE_OFF = 0,
// Unspent perks are preserved on level up, but you still spend unspent perks at the appropriate levels.
// E.g. if you reach level 9 and have never spent any perks, you first choose from the level 3 perks, then 6, then 9. (CE)
PERK_CARRY_OVER_MODE_ON = 1,
// Unspent perks are preserved on level up, and you can choose to spend them on perks for the current level.
PERK_CARRY_OVER_MODE_SFALL = 2,
};
int characterEditorShow(bool isCreationMode);
void characterEditorInit();
bool _isdoschar(int ch);
@@ -14,6 +24,10 @@ char* _strmfe(char* dest, const char* name, const char* ext);
int characterEditorSave(File* stream);
int characterEditorLoad(File* stream);
void characterEditorReset();
int characterEditorGetPerkOwed();
void characterEditorSetPerkOwed(int value);
void characterEditorHandleLevelUp(int level);
int characterEditorGetPerkSelectionLevel();
} // namespace fallout
-5
View File
@@ -610,8 +610,6 @@ static bool characterSelectorWindowRenderFace()
// 0x4A7EA8
static bool characterSelectorWindowRenderStats()
{
static char emptyString[] = "";
char* str;
char text[260];
int length;
@@ -830,9 +828,6 @@ static bool characterSelectorWindowRenderStats()
y += vh;
str = skillGetName(skills[index]);
if (str == nullptr) {
str = emptyString;
}
strcpy(text, str);
length = fontGetStringWidth(text);
+2 -1
View File
@@ -6705,7 +6705,8 @@ static void damageModInit()
gBonusHthDamageFix = true;
configGetBool(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_BONUS_HTH_DAMAGE_FIX_KEY, &gBonusHthDamageFix);
gDisplayBonusDamage = settings.ui.display_bonus_damage;
gDisplayBonusDamage = false;
configGetBool(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_DISPLAY_BONUS_DAMAGE_KEY, &gDisplayBonusDamage);
}
bool damageModGetBonusHthDamageFix()

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