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Author SHA1 Message Date
Mike Klaas 7dab1e6219 Test fix web build mouse 2026-04-19 20:28:31 -07:00
80 changed files with 648 additions and 3119 deletions
+5 -5
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@@ -320,7 +320,9 @@ jobs:
matrix:
include:
- arch: x86
generator-platform: Win32
- arch: x64
generator-platform: x64
steps:
- name: Clone
@@ -335,20 +337,18 @@ jobs:
uses: actions/cache@v4
with:
path: out
key: windows-${{ matrix.arch }}-cmake-v103
key: windows-${{ matrix.arch }}-cmake-v102
- name: Configure
shell: cmd
run: |
for /f "usebackq tokens=*" %%i in (`"%ProgramFiles(x86)%\Microsoft Visual Studio\Installer\vswhere.exe" -latest -products Microsoft.VisualStudio.Product.BuildTools -requires Microsoft.VisualStudio.Component.VC.v141.x86.x64 Microsoft.VisualStudio.Component.VC.v141.xp -property installationPath`) do set "VS_PATH=%%i"
call "%VS_PATH%\Common7\Tools\VsDevCmd.bat" ^
call "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\Common7\Tools\VsDevCmd.bat" ^
&& cmake --preset windows-${{ matrix.arch }}
- name: Build
shell: cmd
run: |
for /f "usebackq tokens=*" %%i in (`"%ProgramFiles(x86)%\Microsoft Visual Studio\Installer\vswhere.exe" -latest -products Microsoft.VisualStudio.Product.BuildTools -requires Microsoft.VisualStudio.Component.VC.v141.x86.x64 Microsoft.VisualStudio.Component.VC.v141.xp -property installationPath`) do set "VS_PATH=%%i"
call "%VS_PATH%\Common7\Tools\VsDevCmd.bat" ^
call "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\Common7\Tools\VsDevCmd.bat" ^
&& cmake --build --preset windows-${{ matrix.arch }}-release
- name: Change executable file name
+11 -11
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@@ -250,40 +250,40 @@ jobs:
matrix:
include:
- arch: x86
generator-platform: Win32
- arch: x64
generator-platform: x64
steps:
- name: Clone
uses: actions/checkout@v4
- name: Install Visual Studio 2022 Build Tools with v141_xp
- name: Install Visual Studio 2019 Build Tools with v141_xp
shell: cmd
run: |
choco install visualstudio2022buildtools -y --package-parameters="'--add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Component.VC.v141.x86.x64 --add Microsoft.VisualStudio.Component.VC.v141.xp --add Microsoft.VisualStudio.Component.VC.Tools.x86.x64 --add Microsoft.VisualStudio.Component.Windows10SDK.10240 --add Microsoft.VisualStudio.ComponentGroup.NativeDesktop.WinXP --add Microsoft.VisualStudio.Component.WinXP'"
choco install visualstudio2019buildtools -y --package-parameters="'--add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Component.VC.v141.x86.x64 --add Microsoft.VisualStudio.Component.VC.v141.xp --add Microsoft.VisualStudio.Component.VC.Tools.x86.x64 --add Microsoft.VisualStudio.Component.Windows10SDK.10240 --add Microsoft.VisualStudio.ComponentGroup.NativeDesktop.WinXP --add Microsoft.VisualStudio.Component.WinXP'"
- name: Cache cmake build
uses: actions/cache@v4
with:
path: out
key: windows-${{ matrix.arch }}-cmake-v2
path: build
key: windows-${{ matrix.arch }}-cmake-v1
- name: Configure
shell: cmd
run: |
for /f "usebackq tokens=*" %%i in (`"%ProgramFiles(x86)%\Microsoft Visual Studio\Installer\vswhere.exe" -latest -products Microsoft.VisualStudio.Product.BuildTools -requires Microsoft.VisualStudio.Component.VC.v141.x86.x64 Microsoft.VisualStudio.Component.VC.v141.xp -property installationPath`) do set "VS_PATH=%%i"
call "%VS_PATH%\Common7\Tools\VsDevCmd.bat" ^
&& cmake --preset windows-${{ matrix.arch }}
call "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\Common7\Tools\VsDevCmd.bat" ^
&& cmake -B build -G "Visual Studio 16 2019" -A ${{ matrix.generator-platform }}
- name: Build
shell: cmd
run: |
for /f "usebackq tokens=*" %%i in (`"%ProgramFiles(x86)%\Microsoft Visual Studio\Installer\vswhere.exe" -latest -products Microsoft.VisualStudio.Product.BuildTools -requires Microsoft.VisualStudio.Component.VC.v141.x86.x64 Microsoft.VisualStudio.Component.VC.v141.xp -property installationPath`) do set "VS_PATH=%%i"
call "%VS_PATH%\Common7\Tools\VsDevCmd.bat" ^
&& cmake --build --preset windows-${{ matrix.arch }}-release
call "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\Common7\Tools\VsDevCmd.bat" ^
&& cmake --build build --config RelWithDebInfo
- name: Upload
run: |
cd out/build/windows-${{ matrix.arch }}/RelWithDebInfo
cd build/RelWithDebInfo
7z a fallout2-ce-windows-${{ matrix.arch }}.zip fallout2-ce.exe
gh release upload ${{ github.event.release.tag_name }} fallout2-ce-windows-${{ matrix.arch }}.zip
rm fallout2-ce-windows-${{ matrix.arch }}.zip
-12
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@@ -400,15 +400,3 @@ FodyWeavers.xsd
# versioning header
src/platform/git_version.h
CMakeUserPresets.json
# Local configs for AI agents
.opencode
.agents
.aider*
.gemini
.claude
.mcp.json
AGENTS.md
CLAUDE.md
GEMINI.md
opencode.json
+18 -31
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@@ -20,10 +20,6 @@ set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED YES)
set(CMAKE_CXX_EXTENSIONS NO)
if(MSVC)
add_compile_options($<$<COMPILE_LANGUAGE:CXX>:/EHsc>)
endif()
option(FALLOUT_VENDORED "Use vendored third-party libraries" ON)
if(ANDROID)
@@ -66,8 +62,6 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/combat.h"
"src/config.cc"
"src/config.h"
"src/content_config.cc"
"src/content_config.h"
"src/credits.cc"
"src/credits.h"
"src/critter.cc"
@@ -452,35 +446,28 @@ 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"
)
add_executable(fallout2-dat
"tools/dat_tool.cc"
"src/dfile.cc"
"src/platform_compat.cc"
)
if(APPLE)
set_target_properties(fallout2-dat PROPERTIES
XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED "NO"
XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED "NO"
)
endif()
target_link_libraries(fallout2-dat
fpattern_windows::fpattern_windows
${ZLIB_LIBRARIES}
${SDL2_LIBRARIES}
if(APPLE)
set_target_properties(fallout2-dat PROPERTIES
XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED "NO"
XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED "NO"
)
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()
target_link_libraries(fallout2-dat
fpattern_windows::fpattern_windows
${ZLIB_LIBRARIES}
${SDL2_LIBRARIES}
)
target_include_directories(fallout2-dat PRIVATE "src")
target_include_directories(fallout2-dat PRIVATE ${ZLIB_INCLUDE_DIRS})
target_include_directories(fallout2-dat PRIVATE ${SDL2_INCLUDE_DIRS})
if(APPLE)
if(IOS)
install(TARGETS ${EXECUTABLE_NAME} DESTINATION "Payload")
+5 -56
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@@ -2,64 +2,13 @@
This file is currently a shell to be filled in over time. For now, it only captures project-specific maintenance notes that are easy to miss.
For current sfall compatibility status and the remaining work needed to close gaps, see [SFALL_COMPATIBILITY.md](SFALL_COMPATIBILITY.md).
## Building
The project uses CMake, so building mostly comes down to picking the right preset.
## Commandline arguments
- `--scan-unimplemented` - do an analysis of opcodes and hooks used by loaded mods
- `--dev-load-game=1` - load the given save game automatically (useful for LLM automation)
### macOS
- Install the Command Line Tools if needed: `xcode-select --install`
- Install the common build dependencies: `brew install cmake ninja`
- Configure and build:
```sh
cmake -S . -B out/build/macos -G Ninja -DCMAKE_BUILD_TYPE=Debug
cmake --build out/build/macos --target fallout2-ce
```
### Linux
Install SDL and a toolchain:
- Debian / Ubuntu:
```sh
sudo apt install build-essential cmake ninja-build libsdl2-dev zlib1g-dev
```
- Fedora:
```sh
sudo dnf install gcc-c++ cmake ninja-build SDL2-devel zlib-devel
```
- Arch Linux:
```sh
sudo pacman -S base-devel cmake ninja sdl2 zlib
```
Then build:
```
cmake -S . -B out/build/linux-x64-debug -G Ninja -DCMAKE_BUILD_TYPE=Debug
cmake --build out/build/linux-x64-debug --target fallout2-ce
```
### Windows
TODO: add Visual Studio build instructions. This will likely need a Visual Studio generator or preset plus the MSVC toolchain and Windows SDK.
## `.dat` CLI Tool
There is a small command-line archive tool in this repo for inspecting Fallout `.dat` files. It supports both Fallout 2 and Fallout 1 archives.
There is a small command-line archive tool in this repo for inspecting Fallout `.dat` files using the same reader implementation as the game.
From the repo root, build it with your normal CMake workflow, targeting `fallout2-dat`:
Build it with `make TARGET=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 executable is written to your selected `BUILD_DIR`, so the default path is `out/build/local-debug-arm64/fallout2-dat` on this macOS setup, but other platforms or custom build directories will differ.
The current tool is read-only. Available commands:
@@ -69,9 +18,9 @@ The current tool is read-only. Available commands:
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:
For example, from `/Applications/Fallout2Codex` you can run:
`fallout2-dat master.dat extract --lower /tmp/fallout2-dat-lower data\\*`
`/Users/klaas/game/fallout2-ce/out/build/local-debug-arm64/fallout2-dat master.dat extract --lower /tmp/fallout2-dat-lower data\\*`
## Updating SDL
+19 -12
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@@ -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 -12
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@@ -4,13 +4,9 @@ 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 / game.cfg)
## Settings (ddraw.ini → fallout2.cfg)
Settings previously read from `ddraw.ini` have been moved into standard CE config files.
Most settings that control game behavior (premade characters, extra message files, combat tweaks, worldmap, etc.) have been moved into [`<DAT>/config/game.cfg`](files/ce.dat/config/game.cfg), which is a content-mod config file intended to be overridden by mods. See that file for the full list with descriptions.
The following settings were moved into [`fallout2.cfg`](files/fallout2.cfg) instead:
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 |
| --- | --- | --- | --- |
@@ -52,7 +48,7 @@ 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 +57,7 @@ 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 +66,9 @@ 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. |
@@ -104,8 +100,8 @@ 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.
-128
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@@ -1,128 +0,0 @@
;
; Game general config
;
; Fallout 2
;
[start]
; Starting year, month, day. Month and day are 0-indexed (0 = January, 0 = first day of month).
year=2241
month=6
day=24
; To start a new game somewhere other than artemple.map, set this to the map file name.
map=
; Starting (tribal) and default (jumpsuit) player models. Can also be changed in-game via script.
model_male=hmwarr
model_male_default=hmjmps
model_female=hfprim
model_female_default=hfjmps
; Set to 1 if you want the pipboy to be available at the start of the game.
; Set to 2 to make the pipboy available by only skipping the vault suit movie check.
pipboy=0
[karma]
; FRM numbers for karma icons on the character screen. Number of points entries should be 1 less than number of frms entries.
; Example: frms=47,48,49 points=-100,100
frms=
points=
[items]
; Proto IDs for healing items.
stimpak=40
super_stimpak=144
healing_powder=273
[dialog]
; Set to 1 to prevent using 0 to escape from dialogue at any time.
no_exit_hotkey=1
; Set to 1 to allow using '^' in dialog msg files to specify gender-based alternative text.
; Text must be enclosed in angle brackets, e.g. <MaleText^FemaleText>.
gender_words=0
[main_menu]
; Custom version string shown on the main menu. Supports up to two %d placeholders for the game version numbers.
; Example: FALLOUT II v1.02d
version_string=
; Font color for the version string and copyright text. Last byte picks the color (default 0x3C).
; First byte flags: 1 - version string only, 2 - underline, 4 - monospace font.
; Example: 0x000055
font_color=0
; Font color for the main menu button text.
big_font_color=0
; Pixel offset for main menu buttons.
offset_x=0
offset_y=0
; Pixel offset for the copyright text line.
credits_offset_x=0
credits_offset_y=0
[movies]
; Number of days after game start when each Hakunin dream sequence becomes available.
artimer1=90
artimer2=180
artimer3=270
artimer4=360
[combat]
; Damage formula used to calculate combat damage.
; 0 - Fallout default, 1 - Glovz's Damage Fix, 2 - Glovz's Damage Fix with Damage Multiplier tweak, 5 - Haenlomal's Yet Another Ammo Mod
; Don't change this unless another mod explicitly requires it.
damage_formula=0
; Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
bonus_hth_damage_fix=1
; Set to 1 to remove the time limits that prevent critical hits/misses in the first few days of the game.
remove_critical_time_limits=0
; Set to 1 to allow science and repair to be used on the player, or 2 for all critters (rather than only brahmin/robots).
science_on_critters=0
; Set to 1 to enable modified burst bullet distribution (spray mod).
burst_enabled=0
; Ratio of bullets going to the center group vs. left/right in burst attacks. Multiplier is capped at divisor.
burst_center_mult=1
burst_center_div=3
; Ratio of center-group bullets that target the primary target directly. Multiplier is capped at divisor.
burst_target_mult=1
burst_target_div=2
[explosions]
; Set to 1 to make explosions and projectiles emit light.
emit_light=0
; Dynamite damage range. Max is capped at 9999; min is capped at max.
dynamite_max=50
dynamite_min=30
; Plastic explosive damage range. Max is capped at 9999; min is capped at max.
plastic_explosive_max=80
plastic_explosive_min=40
[skilldex]
; FRM numbers for Skilldex skill cursors. Default is 293 for all skills.
lockpick=293
steal=293
traps=293
first_aid=293
doctor=293
science=293
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 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.
disable_horrigan=0
; City reputation overrides. Syntax: city_id:global_id pairs separated by commas.
; Example: 0:5001,2:5003,3:5004
city_reputation_list=
[characters]
; Custom premade characters for the character selection screen.
; premade_paths is a comma-separated list of file names (max 11 chars each) in the premade\ folder, without extension.
; premade_fids is a comma-separated list of FRM numbers for the character portrait, matching the order of premade_paths.
; Example: premade_paths=combat,diplomat,stealth premade_fids=201,203,202
premade_paths=
premade_fids=
[text]
; Comma-separated list of extra game message file names (without .msg extension) to load from the game\ folder.
; Use 'filename:number' syntax to assign explicit IDs. Access via message_str_game script function.
extra_msg_file_list=
+127
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@@ -6,6 +6,19 @@
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Misc]
;Uncomment these lines to change the timers of how many days after the game starts Hakunin dream sequences will occur
;MovieTimer_artimer1=5000
;MovieTimer_artimer2=5000
;MovieTimer_artimer3=5000
;MovieTimer_artimer4=5000
;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
;StartingMap=V13ent.map
;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
;You can use up to 2 %d's in this if you want to include Fallout's version number somewhere
;VersionString=FALLOUT II v1.02d
;To use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file
;ConfigFile=
@@ -13,6 +26,40 @@
;If you want to load multiple patch files (up to 1000) at once, you can include a %d in the file name (sprintf syntax)
;PatchFile=patch%03d.dat
;Set to 1 to allow using the caret character '^' in dialog msg files to specify alternative text in dialogue based on the player's gender
;The text must be enclosed in angle brackets (example: <MaleText^FemaleText>)
;DialogGenderWords=0
;To change the default and starting player models, uncomment the next four lines.
;The default models can also be changed in-game via script
;MaleStartModel=hmjmps
;MaleDefaultModel=hmjmps
;FemaleStartModel=hfjmps
;FemaleDefaultModel=hfjmps
;To change the starting year, month or day, uncomment the next 3 lines
;Both StartMonth and StartDay are 0-indexed (i.e. 0 is January or the first day of a month)
;StartYear=2241
;StartMonth=01
;StartDay=01
;Set to 1 if you want the pipboy to be available at the start of the game
;Set to 2 to make the pipboy available by only skipping the vault suit movie check
;PipBoyAvailableAtGameStart=1
;Choose the damage formula used to calculate combat damage.
;Don't set this to anything other than 0 unless another mod you're using explicitly tells you to!
;0 - Fallout default
;1 - Glovz's Damage Fix
;2 - Glovz's Damage Fix with Damage Multiplier tweak
;5 - Haenlomal's Yet Another Ammo Mod
;DamageFormula=0
;Prevents you from using 0 to escape from dialogue at any time.
;DialogueFix=1
;Prevents you from using number keys to enter unvisited areas on a town map
TownMapHotkeysFix=1
;Set to 1 to use a CriticalOverrides.ini file to override the default critical table
;Set to 2 to use the default critical with bug fixes (doesn't require an ini)
@@ -20,9 +67,86 @@
;If the ExtraKillTypes option is enabled, this should be set to 3, with containing entries for any new types
;Must be non-zero to use the edit/get/reset_critical script functions
;OverrideCriticalTable=2
;Change the Skilldex cursor FRM numbers
;Default is 293 for all skills
Lockpick=293
Steal=293
Traps=293
FirstAid=293
Doctor=293
Science=293
Repair=293
;Uncomment these lines to control the premade characters offered when starting a new game
;Multiple options should be separated by commas, and there must be the same number of entries in both lines
;Each name in PremadePaths is limited to 11 characters
;PremadePaths=combat,diplomat,stealth
;PremadeFIDs=201,203,202
;Use this line to modify the list of cities and their associated global variables used for city reputations
;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 to 1 to add additional pages of save slots !!! can be implemented !!!
;ExtraSaveSlots=1
;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
;KarmaPoints=-100,100
;Set to 1 to allow science and repair to be used on the player, or 2 for all critters. (Rather than only brahmin/robots)
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 remove the limits that stop the game from rolling critical successes/failures in the first few days of game time
RemoveCriticalTimelimits=0
;Change the colour of the font used on the main menu for the Fallout/sfall version string and copyright text
;It's the last byte ('3C' by default) that picks the colour used. The first byte supplies additional flags for this option
;1 - change the colour for the version string only
;2 - underline text for the version string
;4 - use monospace font for the version string
;MainMenuFontColour=0x000055
;Change the colour of the font used on the main menu for the button text
;MainMenuBigFontColour=0x3C
;Uncomment the next four lines to move the main menu buttons and credit text (the 'Copyright(c)' line on the main menu)
;MainMenuOffsetX=392
;MainMenuOffsetY=26
;MainMenuCreditsOffsetX=0
;MainMenuCreditsOffsetY=0
;These options modify the bullet distribution of burst attacks
;All the bullets are divided into three groups: center, left, and right
;These groups will then travel along three parallel tracks, trying to hit targets on the way
;CenterMult/Div set the ratio of how many bullets go to the center group, and the remaining are divided equally to the left and right sides
;TargetMult/Div set the ratio of how many bullets in the center group will attack the primary target directly
;Multiplier values are capped at divisor values
;ComputeSpray_CenterMult=1
;ComputeSpray_CenterDiv=3
;ComputeSpray_TargetMult=1
;ComputeSpray_TargetDiv=2
;Set to 1 to make explosions and projectiles emit light
;ExplosionsEmitLight=1
;Uncomment these lines to change explosives damage. DmgMax can be set to 9999 at max, and DmgMin is capped at DmgMax
;Dynamite_DmgMax=50
;Dynamite_DmgMin=30
;PlasticExplosive_DmgMax=80
;PlasticExplosive_DmgMin=40
;To add additional game msg files, uncomment the next line and set a comma delimited list of filenames without .msg extension
;By default, the files will have consecutive numbers assigned beginning with 0
;You can use the syntax 'filename:number' to manually assign numbers to specific msg files, with each pair separated by a comma
;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
;You need to use the message_str_game script function to get messages from the files
;ExtraGameMsgFileList=
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
; Configuration ini files
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
@@ -41,6 +165,9 @@
;See the Unarmed.ini in the modders pack for an example file
;UnarmedFile=sfall\Unarmed.ini
;To change some engine parameters for the game mechanics, uncomment the next line
;TweaksFile=sfall\Tweaks.ini
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Scripts]
-2
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@@ -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
@@ -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
-28
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@@ -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
+2 -2
View File
@@ -9,7 +9,6 @@
#include "combat.h"
#include "combat_ai.h"
#include "config.h"
#include "content_config.h"
#include "critter.h"
#include "debug.h"
#include "display_monitor.h"
@@ -29,6 +28,7 @@
#include "random.h"
#include "scripts.h"
#include "settings.h"
#include "sfall_config.h"
#include "sfall_script_hooks.h"
#include "skill.h"
#include "stat.h"
@@ -1410,7 +1410,7 @@ int actionUseSkill(Object* user, Object* target, int skill)
// SFALL: Science on critters patch.
if (1) {
int targetType = SCIENCE_REPAIR_TARGET_TYPE_DEFAULT;
configGetInt(&gContentConfig, CONTENT_CONFIG_COMBAT_SECTION, "science_on_critters", &targetType, SCIENCE_REPAIR_TARGET_TYPE_DEFAULT);
configGetInt(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_SCIENCE_REPAIR_TARGET_TYPE_KEY, &targetType);
if (targetType == SCIENCE_REPAIR_TARGET_TYPE_DUDE) {
if (target == gDude) {
break;
+19 -16
View File
@@ -6,14 +6,14 @@
#include <string.h>
#include "animation.h"
#include "content_config.h"
#include "debug.h"
#include "draw.h"
#include "game.h"
#include "memory.h"
#include "obj_types.h"
#include "object.h"
#include "proto.h"
#include "settings.h"
#include "sfall_config.h"
namespace fallout {
@@ -190,16 +190,28 @@ int artInit()
// SFALL: Modify player model settings.
char* jumpsuitMaleFileName = nullptr;
configGetString(&gContentConfig, CONTENT_CONFIG_START_SECTION, "model_male_default", &jumpsuitMaleFileName, gDefaultJumpsuitMaleFileName);
configGetString(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_DUDE_NATIVE_LOOK_JUMPSUIT_MALE_KEY, &jumpsuitMaleFileName);
if (jumpsuitMaleFileName == nullptr || jumpsuitMaleFileName[0] == '\0') {
jumpsuitMaleFileName = gDefaultJumpsuitMaleFileName;
}
char* jumpsuitFemaleFileName = nullptr;
configGetString(&gContentConfig, CONTENT_CONFIG_START_SECTION, "model_female_default", &jumpsuitFemaleFileName, gDefaultJumpsuitFemaleFileName);
configGetString(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_DUDE_NATIVE_LOOK_JUMPSUIT_FEMALE_KEY, &jumpsuitFemaleFileName);
if (jumpsuitFemaleFileName == nullptr || jumpsuitFemaleFileName[0] == '\0') {
jumpsuitFemaleFileName = gDefaultJumpsuitFemaleFileName;
}
char* tribalMaleFileName = nullptr;
configGetString(&gContentConfig, CONTENT_CONFIG_START_SECTION, "model_male", &tribalMaleFileName, gDefaultTribalMaleFileName);
configGetString(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_DUDE_NATIVE_LOOK_TRIBAL_MALE_KEY, &tribalMaleFileName);
if (tribalMaleFileName == nullptr || tribalMaleFileName[0] == '\0') {
tribalMaleFileName = gDefaultTribalMaleFileName;
}
char* tribalFemaleFileName = nullptr;
configGetString(&gContentConfig, CONTENT_CONFIG_START_SECTION, "model_female", &tribalFemaleFileName, gDefaultTribalFemaleFileName);
configGetString(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_DUDE_NATIVE_LOOK_TRIBAL_FEMALE_KEY, &tribalFemaleFileName);
if (tribalFemaleFileName == nullptr || tribalFemaleFileName[0] == '\0') {
tribalFemaleFileName = gDefaultTribalFemaleFileName;
}
char* critterFileNames = gArtListDescriptions[OBJ_TYPE_CRITTER].fileNames;
for (int critterIndex = 0; critterIndex < gArtListDescriptions[OBJ_TYPE_CRITTER].fileNamesLength; critterIndex++) {
@@ -821,7 +833,7 @@ 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 +854,6 @@ 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)
{
+5 -8
View File
@@ -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
+17 -6
View File
@@ -11,7 +11,6 @@
#include "art.h"
#include "color.h"
#include "combat.h"
#include "content_config.h"
#include "critter.h"
#include "cycle.h"
#include "db.h"
@@ -38,6 +37,7 @@
#include "platform_compat.h"
#include "proto.h"
#include "scripts.h"
#include "sfall_config.h"
#include "skill.h"
#include "stat.h"
#include "svga.h"
@@ -7167,14 +7167,22 @@ static int genericReputationCompare(const void* a1, const void* a2)
static void customKarmaFolderInit()
{
char* karmaFrms = nullptr;
configGetString(&gContentConfig, CONTENT_CONFIG_KARMA_SECTION, "frms", &karmaFrms, "");
if (!*karmaFrms) {
configGetString(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_KARMA_FRMS_KEY, &karmaFrms);
if (karmaFrms != nullptr && karmaFrms[0] == '\0') {
karmaFrms = nullptr;
}
if (karmaFrms == nullptr) {
return;
}
char* karmaPoints = nullptr;
configGetString(&gContentConfig, CONTENT_CONFIG_KARMA_SECTION, "points", &karmaPoints, "");
if (!*karmaPoints) {
configGetString(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_KARMA_POINTS_KEY, &karmaPoints);
if (karmaPoints != nullptr && karmaPoints[0] == '\0') {
karmaPoints = nullptr;
}
if (karmaPoints == nullptr) {
return;
}
@@ -7248,7 +7256,10 @@ static int customKarmaFolderGetFrmId()
static void customTownReputationInit()
{
char* reputationList = nullptr;
configGetString(&gContentConfig, CONTENT_CONFIG_WORLDMAP_SECTION, "city_reputation_list", &reputationList, nullptr);
configGetString(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_CITY_REPUTATION_LIST_KEY, &reputationList);
if (reputationList != nullptr && *reputationList == '\0') {
reputationList = nullptr;
}
char* curr = reputationList;
while (curr != nullptr) {
+9 -3
View File
@@ -9,7 +9,6 @@
#include "art.h"
#include "character_editor.h"
#include "color.h"
#include "content_config.h"
#include "critter.h"
#include "db.h"
#include "debug.h"
@@ -27,6 +26,7 @@
#include "preferences.h"
#include "proto.h"
#include "settings.h"
#include "sfall_config.h"
#include "skill.h"
#include "stat.h"
#include "svga.h"
@@ -900,10 +900,16 @@ static bool characterSelectorWindowFatalError(bool result)
void premadeCharactersInit()
{
char* fileNamesString;
configGetString(&gContentConfig, CONTENT_CONFIG_CHARACTERS_SECTION, "premade_paths", &fileNamesString, nullptr);
configGetString(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_PREMADE_CHARACTERS_FILE_NAMES_KEY, &fileNamesString);
if (fileNamesString != nullptr && *fileNamesString == '\0') {
fileNamesString = nullptr;
}
char* faceFidsString;
configGetString(&gContentConfig, CONTENT_CONFIG_CHARACTERS_SECTION, "premade_fids", &faceFidsString, nullptr);
configGetString(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_PREMADE_CHARACTERS_FACE_FIDS_KEY, &faceFidsString);
if (faceFidsString != nullptr && *faceFidsString == '\0') {
faceFidsString = nullptr;
}
if (fileNamesString != nullptr && faceFidsString != nullptr) {
int fileNamesLength = 0;
+16 -21
View File
@@ -9,7 +9,6 @@
#include "art.h"
#include "color.h"
#include "combat_ai.h"
#include "content_config.h"
#include "critter.h"
#include "db.h"
#include "debug.h"
@@ -1984,14 +1983,13 @@ static const char* gCritDataMemberKeys[CRIT_DATA_MEMBER_COUNT] = {
};
static bool gBurstModEnabled = false;
static int gBurstModCenterMultiplier = 1;
static int gBurstModCenterDivisor = 3;
static int gBurstModTargetMultiplier = 1;
static int gBurstModTargetDivisor = 2;
static int gBurstModCenterMultiplier = SFALL_CONFIG_BURST_MOD_DEFAULT_CENTER_MULTIPLIER;
static int gBurstModCenterDivisor = SFALL_CONFIG_BURST_MOD_DEFAULT_CENTER_DIVISOR;
static int gBurstModTargetMultiplier = SFALL_CONFIG_BURST_MOD_DEFAULT_TARGET_MULTIPLIER;
static int gBurstModTargetDivisor = SFALL_CONFIG_BURST_MOD_DEFAULT_TARGET_DIVISOR;
static UnarmedHitDescription gUnarmedHitDescriptions[HIT_MODE_COUNT];
static int gDamageCalculationType;
static bool gBonusHthDamageFix;
static bool gRemoveCriticalTimeLimits;
static bool gDisplayBonusDamage;
// combat_init
@@ -4239,8 +4237,12 @@ static int attackComputeCriticalFailure(Attack* attack)
}
if (attack->attacker == gDude) {
// SFALL: Remove criticals time limits.
bool criticalsTimeLimitsRemoved = false;
configGetBool(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_REMOVE_CRITICALS_TIME_LIMITS_KEY, &criticalsTimeLimitsRemoved);
unsigned int gameTime = gameTimeGetTime();
if (!gRemoveCriticalTimeLimits && gameTime / GAME_TIME_TICKS_PER_DAY < 6) {
if (!criticalsTimeLimitsRemoved && gameTime / GAME_TIME_TICKS_PER_DAY < 6) {
return 0;
}
}
@@ -6086,8 +6088,6 @@ int combatGetTargetHighlight()
static void criticalsInit()
{
configGetBool(&gContentConfig, CONTENT_CONFIG_COMBAT_SECTION, "remove_critical_time_limits", &gRemoveCriticalTimeLimits, false);
int mode = 2;
configGetInt(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_OVERRIDE_CRITICALS_MODE_KEY, &mode);
if (mode < 0 || mode > 3) {
@@ -6346,17 +6346,12 @@ void criticalsResetValue(int killType, int hitLocation, int effect, int dataMemb
}
}
bool criticalsNoTimeLimits()
{
return gRemoveCriticalTimeLimits;
}
static void burstModInit()
{
configGetBool(&gContentConfig, CONTENT_CONFIG_COMBAT_SECTION, "burst_enabled", &gBurstModEnabled);
configGetBool(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_BURST_MOD_ENABLED_KEY, &gBurstModEnabled);
configGetInt(&gContentConfig, CONTENT_CONFIG_COMBAT_SECTION, "burst_center_mult", &gBurstModCenterMultiplier, 1);
configGetInt(&gContentConfig, CONTENT_CONFIG_COMBAT_SECTION, "burst_center_div", &gBurstModCenterDivisor, 3);
configGetInt(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_BURST_MOD_CENTER_MULTIPLIER_KEY, &gBurstModCenterMultiplier);
configGetInt(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_BURST_MOD_CENTER_DIVISOR_KEY, &gBurstModCenterDivisor);
if (gBurstModCenterDivisor < 1) {
gBurstModCenterDivisor = 1;
}
@@ -6364,8 +6359,8 @@ static void burstModInit()
gBurstModCenterMultiplier = gBurstModCenterDivisor;
}
configGetInt(&gContentConfig, CONTENT_CONFIG_COMBAT_SECTION, "burst_target_mult", &gBurstModTargetMultiplier, 1);
configGetInt(&gContentConfig, CONTENT_CONFIG_COMBAT_SECTION, "burst_target_div", &gBurstModTargetDivisor, 2);
configGetInt(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_BURST_MOD_TARGET_MULTIPLIER_KEY, &gBurstModTargetMultiplier);
configGetInt(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_BURST_MOD_TARGET_DIVISOR_KEY, &gBurstModTargetDivisor);
if (gBurstModTargetDivisor < 1) {
gBurstModTargetDivisor = 1;
}
@@ -6706,10 +6701,10 @@ static int unarmedGetHitModeInRange(int firstHitMode, int lastHitMode, bool isSe
static void damageModInit()
{
gDamageCalculationType = DAMAGE_CALCULATION_TYPE_VANILLA;
configGetInt(&gContentConfig, CONTENT_CONFIG_COMBAT_SECTION, "damage_formula", &gDamageCalculationType, DAMAGE_CALCULATION_TYPE_VANILLA);
configGetInt(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_DAMAGE_MOD_FORMULA_KEY, &gDamageCalculationType);
gBonusHthDamageFix = true;
configGetBool(&gContentConfig, CONTENT_CONFIG_COMBAT_SECTION, "bonus_hth_damage_fix", &gBonusHthDamageFix);
configGetBool(&gSfallConfig, SFALL_CONFIG_MISC_KEY, SFALL_CONFIG_BONUS_HTH_DAMAGE_FIX_KEY, &gBonusHthDamageFix);
gDisplayBonusDamage = settings.ui.display_bonus_damage;
}
-1
View File
@@ -62,7 +62,6 @@ int combatGetTargetHighlight();
int criticalsGetValue(int killType, int hitLocation, int effect, int dataMember);
void criticalsSetValue(int killType, int hitLocation, int effect, int dataMember, int value);
void criticalsResetValue(int killType, int hitLocation, int effect, int dataMember);
bool criticalsNoTimeLimits();
int unarmedGetDamage(int hitMode, int* minDamagePtr, int* maxDamagePtr);
int unarmedGetBonusCriticalChance(int hitMode);
int unarmedGetActionPointCost(int hitMode);

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