mirror of
https://github.com/fallout2-ce/fallout2-ce.git
synced 2026-07-27 16:47:11 -07:00
Compare commits
12
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
12b3f66072 | ||
|
|
1d4cc9b5e6 | ||
|
|
1d72544cbb | ||
|
|
dd60d8795f | ||
|
|
765574056c | ||
|
|
6d9deca69d | ||
|
|
2545e0980d | ||
|
|
f321591610 | ||
|
|
4062dee345 | ||
|
|
0bd2707c3f | ||
|
|
bd62603293 | ||
|
|
fdd311e9c4 |
+1
-9
@@ -10,7 +10,6 @@
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
.DS_Store
|
||||
.local-tools/
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
@@ -402,13 +401,6 @@ 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
|
||||
.claude
|
||||
@@ -0,0 +1,25 @@
|
||||
## Further Reading
|
||||
- Refer to the project README for overall architecture.
|
||||
|
||||
## Working With Code
|
||||
- Only search for code and symbols inside the `src/` directory.
|
||||
- NEVER search entire code base for certain file or symbol when it's location isn't known, ask first.
|
||||
- NEVER read entire files unless absolutely necessary for task. Use MCP search instead.
|
||||
- Prefer CLion MCP for searching code and basic refactoring over raw text tools such as grep.
|
||||
- Test changes by compiling (separate cc file for small local changes, or via CLion build_project MCP for big changes).
|
||||
- If game run test is request by prompt, start the game from C:\Games\Fallout2\@CE folder. It always contains last built executable, config file and game assets for full testing.
|
||||
|
||||
## Language Standard
|
||||
- The project targets C++17 (`CMAKE_CXX_STANDARD 17` in `CMakeLists.txt`).
|
||||
- Prefer C++17 library APIs and semantics when they simplify code. For example, `std::string::data()` is mutable in C++17.
|
||||
- static global variable need no prefix. exported globals get g*.
|
||||
- generally prefer camelCase
|
||||
|
||||
## Project Structure
|
||||
- `src/`: All core game logic and engine implementation.
|
||||
- `third_party/`: Vendored dependencies (zlib, SDL2, etc.).
|
||||
- `os/`: Platform-specific assets and configuration (icons, plists, etc.).
|
||||
- `cmake/`: Custom CMake scripts.
|
||||
- `files/`: Default configuration files and data assets.
|
||||
- `sfall_testing/`: SSL scripts for testing Sfall-related functionality.
|
||||
|
||||
@@ -20,10 +20,6 @@ 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)
|
||||
@@ -452,35 +448,6 @@ 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(fallout2-dat
|
||||
"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(fallout2-dat PROPERTIES
|
||||
XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED "NO"
|
||||
XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED "NO"
|
||||
)
|
||||
endif()
|
||||
|
||||
target_link_libraries(fallout2-dat
|
||||
fpattern_windows::fpattern_windows
|
||||
${ZLIB_LIBRARIES}
|
||||
${SDL2_LIBRARIES}
|
||||
)
|
||||
if(WIN32)
|
||||
target_link_libraries(fallout2-dat winmm)
|
||||
endif()
|
||||
target_include_directories(fallout2-dat PRIVATE "src")
|
||||
target_include_directories(fallout2-dat PRIVATE ${ZLIB_INCLUDE_DIRS})
|
||||
target_include_directories(fallout2-dat PRIVATE ${SDL2_INCLUDE_DIRS})
|
||||
endif()
|
||||
|
||||
if(APPLE)
|
||||
if(IOS)
|
||||
install(TARGETS ${EXECUTABLE_NAME} DESTINATION "Payload")
|
||||
|
||||
@@ -119,6 +119,9 @@
|
||||
"base"
|
||||
],
|
||||
"generator": "Xcode",
|
||||
"cacheVariables": {
|
||||
"CMAKE_XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY": ""
|
||||
},
|
||||
"condition": {
|
||||
"type": "equals",
|
||||
"lhs": "${hostSystemName}",
|
||||
|
||||
@@ -2,72 +2,6 @@
|
||||
|
||||
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.
|
||||
|
||||
### 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 `fallout2-dat`:
|
||||
|
||||
`cmake --build out/build/<preset-name> --target fallout2-dat`
|
||||
|
||||
The executable is written to your selected build directory, so the exact path will vary by preset and configuration.
|
||||
|
||||
The current tool is read-only. Available commands:
|
||||
|
||||
1. `./<BUILD_DIR>/fallout2-dat <archive.dat> list [pattern]`
|
||||
2. `./<BUILD_DIR>/fallout2-dat <archive.dat> info [pattern]`
|
||||
3. `./<BUILD_DIR>/fallout2-dat <archive.dat> extract [--lower] <output-dir> [pattern]`
|
||||
4. `./<BUILD_DIR>/fallout2-dat <archive.dat> cat <entry>`
|
||||
|
||||
Use `--lower` with `extract` when you want every extracted file and directory name forced to lowercase.
|
||||
For example:
|
||||
|
||||
`fallout2-dat master.dat extract --lower /tmp/fallout2-dat-lower data\\*`
|
||||
|
||||
## 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.
|
||||
|
||||
@@ -2,15 +2,13 @@
|
||||
|
||||
Fallout 2 Community Edition is a fully working re-implementation of Fallout 2, with the same original gameplay, engine bugfixes, and some quality of life improvements, that works (mostly) hassle-free on multiple platforms. This is a fork of the original project, which isn't getting regular updates.
|
||||
|
||||
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.
|
||||
Popular Fallout 2 total conversion mods are partially supported. Original versions of Nevada and Sonora (that do not rely on extended features provided by Sfall) work. [Fallout 2 Restoration Project](https://github.com/BGforgeNet/Fallout2_Restoration_Project), [Fallout Et Tu](https://github.com/rotators/Fo1in2) and [Olympus 2207](https://olympus2207.com) are not yet supported. Other mods (particularly Resurrection and Yesterday) are not tested.
|
||||
|
||||
There is also [Fallout Community Edition](https://github.com/alexbatalov/fallout1-ce) (not affiliated with this fork).
|
||||
|
||||
For build and contributor notes, see [CONTRIBUTING.md](CONTRIBUTING.md).
|
||||
|
||||
## Installation
|
||||
|
||||
You must own the game to play. Purchase your copy on [GOG](https://www.gog.com/game/fallout_2), [Epic Games](https://store.epicgames.com/p/fallout-2) or [Steam](https://store.steampowered.com/app/38410). Download latest [release](https://github.com/fallout2-ce/fallout2-ce/releases) or build from source.
|
||||
You must own the game to play. Purchase your copy on [GOG](https://www.gog.com/game/fallout_2), [Epic Games](https://store.epicgames.com/p/fallout-2) or [Steam](https://store.steampowered.com/app/38410). Download latest [release](https://github.com/fallout2-ce/fallout2-ce/releases) or build from source.
|
||||
|
||||
### Windows
|
||||
|
||||
@@ -24,10 +22,17 @@ Download and copy `fallout2-ce.exe` to your `Fallout2` folder. It serves as a dr
|
||||
|
||||
```console
|
||||
$ sudo apt install innoextract
|
||||
$ innoextract ~/Downloads/setup_fallout_2_1.02_gog_v1_\(77792\).exe -d Fallout2
|
||||
$ innoextract ~/Downloads/setup_fallout2_2.1.0.18.exe -I app
|
||||
$ mv app Fallout2
|
||||
```
|
||||
|
||||
- Download the Linux release archive, extract `fallout2-ce`, and copy it into this folder.
|
||||
- Download and copy `fallout2-ce` to this folder.
|
||||
|
||||
- Install [SDL2](https://libsdl.org/download-2.0.php):
|
||||
|
||||
```console
|
||||
$ sudo apt install libsdl2-2.0-0
|
||||
```
|
||||
|
||||
- Run `./fallout2-ce`.
|
||||
|
||||
@@ -43,13 +48,13 @@ $ innoextract ~/Downloads/setup_fallout_2_1.02_gog_v1_\(77792\).exe -d Fallout2
|
||||
|
||||
```console
|
||||
$ brew install innoextract
|
||||
$ innoextract ~/Downloads/setup_fallout_2_1.02_gog_v1_\(77792\).exe -d fallout2
|
||||
$ mv fallout2 /Applications/Fallout2
|
||||
$ innoextract ~/Downloads/setup_fallout2_2.1.0.18.exe -I app
|
||||
$ mv app /Applications/Fallout2
|
||||
```
|
||||
|
||||
- [Download](https://github.com/fallout2-ce/fallout2-ce/releases) and copy `Fallout II Community Edition.app` to this folder.
|
||||
- Download and copy `fallout2-ce.app` to this folder.
|
||||
|
||||
- Run `Fallout II Community Edition.app`.
|
||||
- Run `fallout2-ce.app`.
|
||||
|
||||
### Android
|
||||
|
||||
@@ -136,9 +141,11 @@ For a sample ddraw.ini configuration file, containing all currently working sett
|
||||
|
||||
## Contributing
|
||||
|
||||
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.
|
||||
Integrating Sfall goodies is the top priority. Quality of life updates are OK too. Please no large scale refactorings at this time as we need to reconcile changes from Reference Edition, which will make this process slow and error-prone. In any case open up an issue with your suggestion or to notify other people that something is being worked on.
|
||||
|
||||
For current sfall compatibility status and the remaining work needed to close gaps, see [SFALL_COMPATIBILITY.md](SFALL_COMPATIBILITY.md).
|
||||
### Integrating Sfall
|
||||
|
||||
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
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ For now, this covers opcodes/metarules, and hooks. In the future, it will inclu
|
||||
|
||||
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.
|
||||
Most settings that control game behavior (premade characters, extra message files, combat tweaks, worldmap, etc.) have been moved into [`<DAT>/config/game.cfg`](files/foce_base.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.cfg`](files/fallout2.cfg) instead:
|
||||
|
||||
@@ -52,7 +52,7 @@ See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/)
|
||||
| Explosions | set_attack_explosion_pattern<br>set_attack_explosion_art<br>set_attack_explosion_radius<br>set_attack_is_explosion_fire<br>set_explosion_radius<br>set_dynamite_damage<br>set_plastic_damage<br>get_explosion_damage<br>set_explosion_max_targets<br>item_make_explosive | âś… except item_make_explosive | - |
|
||||
| Animations | reg_anim_combat_check<br>reg_anim_destroy<br>reg_anim_animate_and_hide<br>reg_anim_light<br>reg_anim_change_fid<br>reg_anim_take_out<br>reg_anim_turn_towards<br>reg_anim_callback<br>reg_anim_animate_and_move | âś… except reg_anim_callback | - |
|
||||
| Art and appearance | art_exists<br>refresh_pc_art<br>art_cache_clear<br>set_hero_race<br>set_hero_style | implemented: art_exists, refresh_pc_art, art_cache_clear | - |
|
||||
| Tiles and paths | get_tile_fid<br>tile_under_cursor<br>tile_light<br>tile_get_objs<br>tile_refresh_display<br>obj_blocking_tile<br>tile_by_position<br>get_tile_ground_fid<br>get_tile_roof_fid<br>obj_blocking_line<br>path_find_to<br>objects_in_radius | âś… | - |
|
||||
| Tiles and paths | get_tile_fid<br>tile_under_cursor<br>tile_light<br>tile_get_objs<br>tile_refresh_display<br>obj_blocking_tile<br>tile_by_position<br>get_tile_ground_fid<br>get_tile_roof_fid<br>obj_blocking_line<br>path_find_to<br>objects_in_radius | âś… except objects_in_radius | - |
|
||||
| Utility | sprintf<br>typeof<br>atoi<br>atof | âś… | - |
|
||||
| Utility / Strings | string_split<br>substr<br>strlen<br>charcode<br>get_string_pointer<br>string_find<br>string_find_from<br>string_format<br>string_format_array<br>string_replace<br>string_to_case<br>string_compare | âś… | `get_string_pointer` is deprecated and intentionally omitted. |
|
||||
| Interface / Tags | show_iface_tag<br>hide_iface_tag<br>is_iface_tag_active<br>set_iface_tag_text<br>add_iface_tag | âś… except set_iface_tag_text, add_iface_tag | CE only handles built-in interface tags here; custom tag creation/text is not supported yet. |
|
||||
@@ -61,7 +61,7 @@ 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/set_bodypart_hit_modifier, combat_data, get/set_critter_current_ap, get/set_combat_free_move | - |
|
||||
| Combat | attack_is_aimed<br>block_combat<br>force_aimed_shots<br>disable_aimed_shots<br>get_attack_type<br>get/set_bodypart_hit_modifier<br>combat_data<br>get/set/reset_critical_table<br>get_last_target<br>get_last_attacker<br>set_critter_burst_disable<br>get/set_critter_current_ap<br>set_spray_settings<br>get/set_combat_free_move | implemented: get_attack_type, get_bodypart_hit_modifier, combat_data, set_bodypart_hit_modifier, get_critter_current_ap, set_critter_current_ap, get_combat_free_move, set_combat_free_move | - |
|
||||
| Car | set_car_current_town<br>car_gas_amount<br>set_car_intface_art | implemented: all except set_car_intface_art | - |
|
||||
| Interface / Windows and images | art_frame_data<br>interface_art_draw<br>interface_print<br>draw_image<br>draw_image_scaled<br>get_window_under_mouse<br>create_win<br>get_window_attribute<br>message_box<br>set_window_flag<br>win_fill_color<br>interface_overlay<br>dialog_message<br>get_text_width<br>hide_window<br>show_window<br>create_message_window | implemented: only message_box, get_text_width, show_window, create_message_window | - |
|
||||
| Interface / Outline | outlined_object<br>get_outline<br>set_outline | âś… | - |
|
||||
@@ -70,9 +70,9 @@ See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/)
|
||||
| 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 | - |
|
||||
| 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>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 | - |
|
||||
| Gameplay tweaks | set_pickpocket_max<br>set_hit_chance_max<br>set_xp_mod<br>set_critter_hit_chance_mod<br>set_base_hit_chance_mod<br>set_hp_per_level_mod<br>get_unspent_ap_bonus<br>gdialog_get_barter_mod<br>set_unspent_ap_bonus<br>get/set_unspent_ap_perk_bonus<br>set_inven_ap_cost<br>set_base_pickpocket_mod<br>set_critter_pickpocket_mod<br>get_inven_ap_cost<br>set_drugs_data<br>get_kill_counter<br>mod_kill_counter<br>set_pipboy_available | implemented: gdialog_get_barter_mod | - |
|
||||
| NPCs | inc_npc_level<br>get_npc_level<br>npc_engine_level_up | not implemented | - |
|
||||
| Other | get_year<br>set_dm/df_model<br>active_hand<br>toggle_active_hand<br>get/set_viewport_x/y<br>hero_select_win<br>get_light_level<br>message_str_game<br>sneak_success<br>create_spatial<br>unwield_slot<br>add_g_timer_event<br>add_extra_msg_file<br>get_metarule_table<br>metarule_exist<br>remove_timer_event<br>spatial_radius | implemented: get_year, active_hand, toggle_active_hand, get_light_level, message_str_game, add_extra_msg_file, metarule_exist | `input_funcs_available`, `nb_create_char` are deprecated in sfall and intentionally absent in CE. `add_extra_msg_file` does not support the explicit `fileNumber` form in CE. |
|
||||
|
||||
@@ -86,7 +86,7 @@ See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/)
|
||||
| DeathAnim1 | `HOOK_DEATHANIM1` | đźš« | Use DEATHANIM2 instead |
|
||||
| DeathAnim2 | `HOOK_DEATHANIM2` | âś… | - |
|
||||
| CombatDamage | `HOOK_COMBATDAMAGE` | âś… | - |
|
||||
| OnDeath | `HOOK_ONDEATH` | âś… | - |
|
||||
| OnDeath | `HOOK_ONDEATH` | đźš« | - |
|
||||
| FindTarget | `HOOK_FINDTARGET` | đźš« | (maybe) |
|
||||
| UseObjOn | `HOOK_USEOBJON` | âś… | - |
|
||||
| UseObj | `HOOK_USEOBJ` | âś… | CE notes an sfall-matching inconsistency around return code `2` behavior between interface contexts. |
|
||||
@@ -104,8 +104,8 @@ See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/)
|
||||
| InvenWield | `HOOK_INVENWIELD` | đźš« | - |
|
||||
| AdjustFID | `HOOK_ADJUSTFID` | đźš« | - |
|
||||
| CombatTurn | `HOOK_COMBATTURN` | âś… | - |
|
||||
| StdProcedure | `HOOK_STDPROCEDURE` | âś… | - |
|
||||
| StdProcedureEnd | `HOOK_STDPROCEDURE_END` | âś… | - |
|
||||
| StdProcedure | `HOOK_STDPROCEDURE` | đźš« | Et tu |
|
||||
| StdProcedureEnd | `HOOK_STDPROCEDURE_END` | đźš« | - |
|
||||
| CarTravel | `HOOK_CARTRAVEL` | đźš« | - |
|
||||
| SetGlobalVar | `HOOK_SETGLOBALVAR` | đźš« | - |
|
||||
| RestTimer | `HOOK_RESTTIMER` | đźš« | Et tu |
|
||||
|
||||
Binary file not shown.
@@ -96,8 +96,6 @@ display_bonus_damage=1
|
||||
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
|
||||
iface_bar_mode=0
|
||||
iface_bar_side_art=2
|
||||
iface_bar_sides_ori=0
|
||||
|
||||
@@ -106,6 +106,8 @@ repair=293
|
||||
[worldmap]
|
||||
; Set to 1 to prevent using number keys to enter unvisited areas on a town map.
|
||||
town_map_hotkeys_fix=1
|
||||
; Set to 1 to fix cities limit bug (allows more than 128 cities).
|
||||
cities_limit_fix=1
|
||||
; Set to 1 to show travel markers on the world map, or 2 to show only when sneaking.
|
||||
trail_markers=0
|
||||
; Set to 1 to skip the encounter with Frank Horrigan.
|
||||
@@ -1,59 +0,0 @@
|
||||
#include "sfall.h"
|
||||
#include "test_utils.h"
|
||||
|
||||
#define TEST_SCRIPT_INDEX (2)
|
||||
// Depends on Test0.int, which provides a controllable object script helper.
|
||||
// Put the compiled helper at mods/test_script_override/scripts/Test0.int,
|
||||
// and add "test_script_override" to mod_order.txt. The helper must live there
|
||||
// (and not scripts/) because patch000.dat already contains a stock Test0.int and
|
||||
// scripts/ load before it.
|
||||
// Without Test0, these 2 tests will fail:
|
||||
// - "set_script normal hp"
|
||||
// - "set_script no map_enter hp"
|
||||
|
||||
variable testScriptObj := 0;
|
||||
|
||||
procedure create_test_object begin
|
||||
if (testScriptObj != 0) then return;
|
||||
testScriptObj := create_object_sid(obj_pid(dude_obj), tile_num_in_direction(tile_num(dude_obj), has_trait(TRAIT_OBJECT, dude_obj, OBJECT_CUR_ROT), 3), elevation(dude_obj), -1);
|
||||
end
|
||||
|
||||
procedure stdprocedure_hook begin
|
||||
if (get_sfall_arg_at(0) != 15) then return;
|
||||
|
||||
if (get_sfall_arg_at(3)) then begin
|
||||
set_sfall_global("T0HAFTR1", 1);
|
||||
end else begin
|
||||
set_sfall_global("T0HBEFO1", 1);
|
||||
end
|
||||
end
|
||||
|
||||
procedure exercise_set_script(variable scriptId, variable expectedHp, variable expectedBeforeHook, variable expectedAfterHook, variable desc) begin
|
||||
set_sfall_global("T0MAPEN1", 0);
|
||||
set_sfall_global("T0HBEFO1", 0);
|
||||
set_sfall_global("T0HAFTR1", 0);
|
||||
set_script(testScriptObj, scriptId);
|
||||
call assertEquals(desc + " get_script", get_script(testScriptObj), TEST_SCRIPT_INDEX);
|
||||
call assertEquals(desc + " map_enter global", get_sfall_global_int("T0MAPEN1"), expectedHp);
|
||||
call assertEquals(desc + " stdprocedure hook before", get_sfall_global_int("T0HBEFO1"), expectedBeforeHook);
|
||||
call assertEquals(desc + " stdprocedure hook after", get_sfall_global_int("T0HAFTR1"), expectedAfterHook);
|
||||
remove_script(testScriptObj);
|
||||
call assertEquals(desc + " remove_script clears get_script", get_script(testScriptObj), 0);
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
if (not game_loaded) then return;
|
||||
|
||||
display_msg("Testing set_script/remove_script/get_script...");
|
||||
register_hook_proc(HOOK_STDPROCEDURE, stdprocedure_hook);
|
||||
register_hook_proc(HOOK_STDPROCEDURE_END, stdprocedure_hook);
|
||||
call create_test_object;
|
||||
|
||||
call exercise_set_script(TEST_SCRIPT_INDEX, 22, 1, 1, "set_script normal");
|
||||
call exercise_set_script(TEST_SCRIPT_INDEX bwor 0x80000000, 11, 0, 0, "set_script no map_enter");
|
||||
|
||||
destroy_object(testScriptObj);
|
||||
testScriptObj := 0;
|
||||
|
||||
call report_test_results("script_manipulation");
|
||||
end
|
||||
@@ -1,21 +1,13 @@
|
||||
#include "sfall.h"
|
||||
#include "define_extra.h"
|
||||
#include "test_utils.h"
|
||||
|
||||
#define TEST_ITEM_PID 40
|
||||
|
||||
variable blocker_obj := 0;
|
||||
variable radius_obj := 0;
|
||||
|
||||
procedure cleanup begin
|
||||
if (blocker_obj) then begin
|
||||
destroy_object(blocker_obj);
|
||||
blocker_obj := 0;
|
||||
end
|
||||
if (radius_obj) then begin
|
||||
destroy_object(radius_obj);
|
||||
radius_obj := 0;
|
||||
end
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
@@ -53,26 +45,6 @@ procedure start begin
|
||||
call assertEquals("one-step path length", len_array(path), 1);
|
||||
if (len_array(path) == 1) then
|
||||
call assertEquals("one-step path direction", get_array(path, 0), step_dir);
|
||||
|
||||
radius_obj := create_object_sid(TEST_ITEM_PID, step_tile, elev, -1);
|
||||
call assertNotEquals("spawned radius item", radius_obj, 0);
|
||||
if (radius_obj) then begin
|
||||
objs := sfall_func3("objects_in_radius", dude_tile, 1, elev);
|
||||
call assertTrue("objects_in_radius all contains dude", scan_array(objs, dude_obj) != -1);
|
||||
call assertTrue("objects_in_radius all contains item", scan_array(objs, radius_obj) != -1);
|
||||
|
||||
objs := sfall_func3("objects_in_radius", dude_tile, 0, elev);
|
||||
call assertTrue("objects_in_radius radius 0 contains dude", scan_array(objs, dude_obj) != -1);
|
||||
call assertEquals("objects_in_radius radius 0 excludes adjacent item", scan_array(objs, radius_obj), -1);
|
||||
|
||||
objs := objects_in_radius(dude_tile, 1, elev, OBJ_TYPE_ITEM);
|
||||
call assertTrue("objects_in_radius item filter contains item", scan_array(objs, radius_obj) != -1);
|
||||
call assertEquals("objects_in_radius item filter excludes dude", scan_array(objs, dude_obj), -1);
|
||||
|
||||
objs := objects_in_radius(dude_tile, 1, elev, OBJ_TYPE_CRITTER);
|
||||
call assertTrue("objects_in_radius critter filter contains dude", scan_array(objs, dude_obj) != -1);
|
||||
call assertEquals("objects_in_radius critter filter excludes item", scan_array(objs, radius_obj), -1);
|
||||
end
|
||||
end
|
||||
|
||||
if (block_tile != -1) then begin
|
||||
|
||||
@@ -1,52 +0,0 @@
|
||||
#include "sfall.h"
|
||||
#include "dik.h"
|
||||
#include "define_lite.h"
|
||||
|
||||
#define TEST_KEY (DIK_J)
|
||||
|
||||
procedure ondeath_handler begin
|
||||
variable
|
||||
dead_critter := get_sfall_arg_at(0),
|
||||
critter_name := "<null>",
|
||||
critter_pid := -1;
|
||||
|
||||
if (dead_critter) then begin
|
||||
critter_name := obj_name(dead_critter);
|
||||
critter_pid := obj_pid(dead_critter);
|
||||
end
|
||||
|
||||
display_msg(string_format2("ondeath critter=%s pid=%d", critter_name, critter_pid));
|
||||
end
|
||||
|
||||
procedure keypress_handler begin
|
||||
variable
|
||||
pressed := get_sfall_arg_at(0),
|
||||
key := get_sfall_arg_at(1),
|
||||
target;
|
||||
|
||||
if (not pressed) then return;
|
||||
if (key != TEST_KEY) then return;
|
||||
|
||||
target := obj_under_cursor(true, false);
|
||||
if (target == 0) then begin
|
||||
display_msg("ondeath test: no critter under cursor");
|
||||
return;
|
||||
end
|
||||
|
||||
if (target == dude_obj) then begin
|
||||
display_msg("ondeath test: refusing to kill dude");
|
||||
return;
|
||||
end
|
||||
|
||||
display_msg(string_format1("ondeath test: killing %s", obj_name(target)));
|
||||
critter_dmg(target, 9999, DMG_BYPASS_ARMOR);
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
if (not game_loaded) then return;
|
||||
|
||||
display_msg("ondeath manual test ready: hover a critter and press J");
|
||||
|
||||
register_hook_proc(HOOK_KEYPRESS, keypress_handler);
|
||||
register_hook_proc(HOOK_ONDEATH, ondeath_handler);
|
||||
end
|
||||
+2
-11
@@ -11,7 +11,7 @@
|
||||
#include "draw.h"
|
||||
#include "game.h"
|
||||
#include "memory.h"
|
||||
#include "obj_types.h"
|
||||
#include "object.h"
|
||||
#include "proto.h"
|
||||
#include "settings.h"
|
||||
|
||||
@@ -821,7 +821,7 @@ unsigned char* artGetFrameData(Art* art, int frame, int direction)
|
||||
}
|
||||
|
||||
// 0x419880
|
||||
ArtFrame* artGetFrame(const Art* art, int frame, int rotation)
|
||||
ArtFrame* artGetFrame(Art* art, int frame, int rotation)
|
||||
{
|
||||
if (rotation < 0 || rotation >= 6) {
|
||||
return nullptr;
|
||||
@@ -842,15 +842,6 @@ ArtFrame* artGetFrame(const Art* art, int frame, int rotation)
|
||||
return frm;
|
||||
}
|
||||
|
||||
ConstBuffer2D artGetFrameBuffer(const Art* art, int frame, int direction)
|
||||
{
|
||||
ArtFrame* frm = artGetFrame(art, frame, direction);
|
||||
if (frm == nullptr) {
|
||||
return { nullptr, 0, 0 };
|
||||
}
|
||||
return { reinterpret_cast<unsigned char*>(frm) + sizeof(*frm), frm->width, frm->height };
|
||||
}
|
||||
|
||||
// 0x4198C8
|
||||
bool artExists(int fid)
|
||||
{
|
||||
|
||||
@@ -2,8 +2,10 @@
|
||||
#define ART_H
|
||||
|
||||
#include "cache.h"
|
||||
#include "draw.h"
|
||||
#include "memory.h"
|
||||
#include "db.h"
|
||||
#include "heap.h"
|
||||
#include "obj_types.h"
|
||||
#include "platform_compat.h"
|
||||
#include "proto_types.h"
|
||||
|
||||
namespace fallout {
|
||||
@@ -139,8 +141,7 @@ int artGetSize(Art* art, int frame, int direction, int* out_width, int* out_heig
|
||||
int artGetFrameOffsets(Art* art, int frame, int direction, int* xPtr, int* yPtr);
|
||||
int artGetRotationOffsets(Art* art, int rotation, int* out_offset_x, int* out_offset_y);
|
||||
unsigned char* artGetFrameData(Art* art, int frame, int direction);
|
||||
ArtFrame* artGetFrame(const Art* art, int frame, int direction);
|
||||
ConstBuffer2D artGetFrameBuffer(const Art* art, int frame, int direction);
|
||||
ArtFrame* artGetFrame(Art* art, int frame, int direction);
|
||||
bool artExists(int fid);
|
||||
bool _art_fid_valid(int fid);
|
||||
int _art_alias_num(int index);
|
||||
@@ -164,8 +165,6 @@ public:
|
||||
int getHeight() const { return _height; }
|
||||
unsigned char* getData() const { return _data; }
|
||||
|
||||
ConstBuffer2D getBuffer() const { return { _data, _width, _height }; };
|
||||
|
||||
private:
|
||||
CacheEntry* _key;
|
||||
unsigned char* _data;
|
||||
@@ -173,8 +172,6 @@ private:
|
||||
int _height;
|
||||
};
|
||||
|
||||
using ArtPtr = InternalPtr<Art>;
|
||||
|
||||
} // namespace fallout
|
||||
|
||||
#endif
|
||||
|
||||
@@ -4936,7 +4936,6 @@ static void _damage_object(Object* a1, int damage, bool animated, int a4, Object
|
||||
}
|
||||
|
||||
partyMemberRemove(a1);
|
||||
scriptHooks_OnDeath(a1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+1
-1
@@ -37,7 +37,7 @@ bool configParseCommandLineArguments(Config* config, int argc, char** argv);
|
||||
// TODO: valuePtr must be const char**
|
||||
bool configGetString(Config* config, const char* sectionKey, const char* key, char** valuePtr);
|
||||
// Tries to load a string value from Config into valuePtr without any conversion. If value doesn't exist, or it's an empty string, assigns defaultValue instead.
|
||||
// No copy is performed. The returned pointer may refer either to an internal string or to defaultValue; it must be treated as read-only, and callers must ensure defaultValue remains valid for the duration of use.
|
||||
// Pointer to an internal string is returned, no copy is performed.
|
||||
bool configGetString(Config* config, const char* sectionKey, const char* key, char** valuePtr, const char* defaultValue);
|
||||
bool configSetString(Config* config, const char* sectionKey, const char* key, const char* value);
|
||||
bool configGetInt(Config* config, const char* sectionKey, const char* key, int* valuePtr, unsigned char base = 0);
|
||||
|
||||
+8
-11
@@ -7,25 +7,22 @@ namespace fallout {
|
||||
Config gContentConfig;
|
||||
|
||||
constexpr char kConfigPath[] = R"(config\game.cfg)";
|
||||
constexpr char kConfigPatchPath[] = R"(config\game#patch.cfg)";
|
||||
|
||||
void contentConfigInit()
|
||||
bool contentConfigInit(const char* baseModPath)
|
||||
{
|
||||
if (gContentConfig.isInitialized()) {
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Try to migrate some settings from sfall.
|
||||
contentConfigTryMigrateFromSfall(kConfigPatchPath);
|
||||
|
||||
if (!configInit(&gContentConfig)) {
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
|
||||
configRead(&gContentConfig, kConfigPath, true);
|
||||
// Patch config allows to override only certain fields, without replacing the whole file.
|
||||
// TODO: remove this after config patching by mods is implemented inside configRead
|
||||
configRead(&gContentConfig, kConfigPatchPath, true);
|
||||
if (!configRead(&gContentConfig, kConfigPath, true)) {
|
||||
// Failed to load config, try to migrate some settings from sfall.
|
||||
contentConfigTryMigrateFromSfall(baseModPath, kConfigPath);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void contentConfigExit()
|
||||
|
||||
@@ -20,8 +20,8 @@ namespace fallout {
|
||||
|
||||
extern Config gContentConfig;
|
||||
|
||||
// Initialize content config and try to load it from file.
|
||||
void contentConfigInit();
|
||||
// Initialize and content config and load it from file. Returns false if either failed.
|
||||
bool contentConfigInit(const char* baseModPath);
|
||||
void contentConfigExit();
|
||||
|
||||
} // namespace fallout
|
||||
|
||||
+3
-5
@@ -25,7 +25,6 @@
|
||||
#include "random.h"
|
||||
#include "reaction.h"
|
||||
#include "scripts.h"
|
||||
#include "sfall_script_hooks.h"
|
||||
#include "skill.h"
|
||||
#include "stat.h"
|
||||
#include "tile.h"
|
||||
@@ -826,11 +825,7 @@ void critterKill(Object* critter, int anim, bool refreshRect)
|
||||
|
||||
int elevation = critter->elevation;
|
||||
|
||||
critter->data.critter.hp = 0;
|
||||
critter->data.critter.combat.results |= DAM_DEAD;
|
||||
|
||||
partyMemberRemove(critter);
|
||||
scriptHooks_OnDeath(critter);
|
||||
|
||||
// NOTE: Original code uses goto to jump out from nested conditions below.
|
||||
bool shouldChangeFid = false;
|
||||
@@ -898,6 +893,9 @@ void critterKill(Object* critter, int anim, bool refreshRect)
|
||||
_obj_turn_off_light(critter, &tempRect);
|
||||
rectUnion(&updatedRect, &tempRect, &updatedRect);
|
||||
|
||||
critter->data.critter.hp = 0;
|
||||
critter->data.critter.combat.results |= DAM_DEAD;
|
||||
|
||||
if (critter->sid != -1) {
|
||||
scriptRemove(critter->sid);
|
||||
critter->sid = -1;
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user