Repository: MeridianOXC/OpenXcom
Branch: oxce-plus
Commit: 911ca487fc0a
Files: 1876
Total size: 18.2 MB
Directory structure:
gitextract_jqoemg2o/
├── .astylerc
├── .clang-format
├── .editorconfig
├── .gitattributes
├── .github/
│ ├── issue_template.md
│ ├── pull_request_template.md
│ └── workflows/
│ └── nightly.test
├── .gitignore
├── .tx/
│ └── config
├── CHANGELOG.txt
├── CMakeLists.txt
├── Extended.txt
├── LICENSE.txt
├── README-macOS.md
├── README.md
├── bin/
│ ├── common/
│ │ ├── Language/
│ │ │ ├── Android/
│ │ │ │ ├── cs.yml
│ │ │ │ ├── de.yml
│ │ │ │ ├── el.yml
│ │ │ │ ├── en-GB.yml
│ │ │ │ ├── en-US.yml
│ │ │ │ ├── es-419.yml
│ │ │ │ ├── fi.yml
│ │ │ │ ├── fr.yml
│ │ │ │ ├── hu.yml
│ │ │ │ ├── it.yml
│ │ │ │ ├── ja.yml
│ │ │ │ ├── ko.yml
│ │ │ │ ├── no.yml
│ │ │ │ ├── pl.yml
│ │ │ │ ├── pt-BR.yml
│ │ │ │ ├── pt-PT.yml
│ │ │ │ ├── ro.yml
│ │ │ │ ├── ru.yml
│ │ │ │ ├── sv.yml
│ │ │ │ └── uk.yml
│ │ │ ├── OXCE/
│ │ │ │ ├── cs.yml
│ │ │ │ ├── de.yml
│ │ │ │ ├── el.yml
│ │ │ │ ├── en-GB.yml
│ │ │ │ ├── en-US.yml
│ │ │ │ ├── es-419.yml
│ │ │ │ ├── es-ES.yml
│ │ │ │ ├── et.yml
│ │ │ │ ├── fi.yml
│ │ │ │ ├── fr.yml
│ │ │ │ ├── hu.yml
│ │ │ │ ├── it.yml
│ │ │ │ ├── ja.yml
│ │ │ │ ├── ko.yml
│ │ │ │ ├── no.yml
│ │ │ │ ├── pl.yml
│ │ │ │ ├── pt-BR.yml
│ │ │ │ ├── ro.yml
│ │ │ │ ├── ru.yml
│ │ │ │ ├── sv.yml
│ │ │ │ └── uk.yml
│ │ │ ├── Technical/
│ │ │ │ ├── cs.yml
│ │ │ │ ├── de.yml
│ │ │ │ ├── el.yml
│ │ │ │ ├── en-GB.yml
│ │ │ │ ├── en-US.yml
│ │ │ │ ├── es-419.yml
│ │ │ │ ├── fi.yml
│ │ │ │ ├── fr.yml
│ │ │ │ ├── hu.yml
│ │ │ │ ├── it.yml
│ │ │ │ ├── ja.yml
│ │ │ │ ├── ko.yml
│ │ │ │ ├── pl.yml
│ │ │ │ ├── pt-BR.yml
│ │ │ │ ├── ro.yml
│ │ │ │ ├── ru.yml
│ │ │ │ ├── sv.yml
│ │ │ │ └── uk.yml
│ │ │ ├── bg.yml
│ │ │ ├── cs.yml
│ │ │ ├── da.yml
│ │ │ ├── de.yml
│ │ │ ├── el.yml
│ │ │ ├── en-GB.yml
│ │ │ ├── en-US.yml
│ │ │ ├── es-419.yml
│ │ │ ├── es-ES.yml
│ │ │ ├── et.yml
│ │ │ ├── fi.yml
│ │ │ ├── fr-CA.yml
│ │ │ ├── fr.yml
│ │ │ ├── hr.yml
│ │ │ ├── hu.yml
│ │ │ ├── it.yml
│ │ │ ├── ja.yml
│ │ │ ├── ko.yml
│ │ │ ├── lb.yml
│ │ │ ├── lv.yml
│ │ │ ├── nl.yml
│ │ │ ├── no.yml
│ │ │ ├── pl.yml
│ │ │ ├── pt-BR.yml
│ │ │ ├── pt-PT.yml
│ │ │ ├── ro.yml
│ │ │ ├── ru.yml
│ │ │ ├── sk.yml
│ │ │ ├── sv.yml
│ │ │ ├── tr.yml
│ │ │ ├── uk.yml
│ │ │ ├── zh-CN.yml
│ │ │ └── zh-TW.yml
│ │ ├── Palettes/
│ │ │ ├── TFTD-ACT-SAFE/
│ │ │ │ ├── PAL_BACKGROUND_SAFE.act
│ │ │ │ ├── PAL_BASESCAPE_SAFE.act
│ │ │ │ ├── PAL_BATTLESCAPE_1_SAFE.act
│ │ │ │ ├── PAL_BATTLESCAPE_2_SAFE.act
│ │ │ │ ├── PAL_BATTLESCAPE_3_SAFE.act
│ │ │ │ ├── PAL_BATTLESCAPE_SAFE.act
│ │ │ │ ├── PAL_GEOSCAPE_SAFE.act
│ │ │ │ └── PAL_GRAPHS_SAFE.act
│ │ │ ├── TFTD-JASC/
│ │ │ │ ├── BACKPALS.DAT.pal
│ │ │ │ ├── PAL_BASESCAPE.pal
│ │ │ │ ├── PAL_BATTLESCAPE.pal
│ │ │ │ ├── PAL_BATTLESCAPE_1.pal
│ │ │ │ ├── PAL_BATTLESCAPE_2.pal
│ │ │ │ ├── PAL_BATTLESCAPE_3.pal
│ │ │ │ ├── PAL_GEOSCAPE.pal
│ │ │ │ └── PAL_GRAPHS.pal
│ │ │ ├── TFTD-JASC-SAFE/
│ │ │ │ ├── PAL_BACKGROUND_SAFE.pal
│ │ │ │ ├── PAL_BASESCAPE_SAFE.pal
│ │ │ │ ├── PAL_BATTLESCAPE_1_SAFE.pal
│ │ │ │ ├── PAL_BATTLESCAPE_2_SAFE.pal
│ │ │ │ ├── PAL_BATTLESCAPE_3_SAFE.pal
│ │ │ │ ├── PAL_BATTLESCAPE_SAFE.pal
│ │ │ │ ├── PAL_GEOSCAPE_SAFE.pal
│ │ │ │ └── PAL_GRAPHS_SAFE.pal
│ │ │ ├── TFTD-RIFF-SAFE/
│ │ │ │ ├── PAL_BACKGROUND_SAFE.pal
│ │ │ │ ├── PAL_BASESCAPE_SAFE.pal
│ │ │ │ ├── PAL_BATTLESCAPE_1_SAFE.pal
│ │ │ │ ├── PAL_BATTLESCAPE_2_SAFE.pal
│ │ │ │ ├── PAL_BATTLESCAPE_3_SAFE.pal
│ │ │ │ ├── PAL_BATTLESCAPE_SAFE.pal
│ │ │ │ ├── PAL_GEOSCAPE_SAFE.pal
│ │ │ │ └── PAL_GRAPHS_SAFE.pal
│ │ │ ├── UFO-ACT-SAFE/
│ │ │ │ ├── PAL_BACKGROUND_SAFE.act
│ │ │ │ ├── PAL_BASESCAPE_SAFE.act
│ │ │ │ ├── PAL_BATTLEPEDIA_SAFE.act
│ │ │ │ ├── PAL_BATTLESCAPE_SAFE.act
│ │ │ │ ├── PAL_BATTLE_COMMON_SAFE.act
│ │ │ │ ├── PAL_GEOSCAPE_SAFE.act
│ │ │ │ ├── PAL_GRAPHS_SAFE.act
│ │ │ │ └── PAL_UFOPAEDIA_SAFE.act
│ │ │ ├── UFO-JASC/
│ │ │ │ ├── BACKPALS.DAT.pal
│ │ │ │ ├── PAL_BASESCAPE.pal
│ │ │ │ ├── PAL_BATTLEPEDIA.pal
│ │ │ │ ├── PAL_BATTLESCAPE.pal
│ │ │ │ ├── PAL_BATTLE_COMMON.pal
│ │ │ │ ├── PAL_GEOSCAPE.pal
│ │ │ │ ├── PAL_GRAPHS.pal
│ │ │ │ └── PAL_UFOPAEDIA.pal
│ │ │ ├── UFO-JASC-SAFE/
│ │ │ │ ├── PAL_BACKGROUND_SAFE.pal
│ │ │ │ ├── PAL_BASESCAPE_SAFE.pal
│ │ │ │ ├── PAL_BATTLEPEDIA_SAFE.pal
│ │ │ │ ├── PAL_BATTLESCAPE_SAFE.pal
│ │ │ │ ├── PAL_BATTLE_COMMON_SAFE.pal
│ │ │ │ ├── PAL_GEOSCAPE_SAFE.pal
│ │ │ │ ├── PAL_GRAPHS_SAFE.pal
│ │ │ │ └── PAL_UFOPAEDIA_SAFE.pal
│ │ │ └── UFO-RIFF-SAFE/
│ │ │ ├── PAL_BACKGROUND_SAFE.pal
│ │ │ ├── PAL_BASESCAPE_SAFE.pal
│ │ │ ├── PAL_BATTLEPEDIA_SAFE.pal
│ │ │ ├── PAL_BATTLESCAPE_SAFE.pal
│ │ │ ├── PAL_BATTLE_COMMON_SAFE.pal
│ │ │ ├── PAL_GEOSCAPE_SAFE.pal
│ │ │ ├── PAL_GRAPHS_SAFE.pal
│ │ │ └── PAL_UFOPAEDIA_SAFE.pal
│ │ ├── Shaders/
│ │ │ ├── 5xBR_Rounded.OpenGL.shader
│ │ │ ├── 5xBR_Semi-Rounded.OpenGL.shader
│ │ │ ├── 5xBR_Squared.OpenGL.shader
│ │ │ ├── CRT-Lottes-Warp.OpenGL.shader
│ │ │ ├── CRT-Lottes.OpenGL.shader
│ │ │ ├── CRT-interlaced.OpenGL.shader
│ │ │ ├── CRT-simple.OpenGL.shader
│ │ │ ├── CRT.OpenGL.shader
│ │ │ ├── Curvature.OpenGL.shader
│ │ │ ├── HQ2x.OpenGL.shader
│ │ │ ├── Openxcom.OpenGL.shader
│ │ │ ├── Phosphor-simple.OpenGL.shader
│ │ │ ├── Pixellate.OpenGL.shader
│ │ │ ├── Quilez.OpenGL.shader
│ │ │ ├── Raw.OpenGL.shader
│ │ │ ├── SABR-XCOMified.OpenGL.shader
│ │ │ ├── SABR.OpenGL.shader
│ │ │ ├── Scale2x.OpenGL.shader
│ │ │ ├── Scale4xHQ.OpenGL.shader
│ │ │ ├── dot_n_bloom.OpenGL.shader
│ │ │ ├── heavybloom.OpenGL.shader
│ │ │ ├── scanline-3x.OpenGL.shader
│ │ │ ├── scanline-4x.OpenGL.shader
│ │ │ └── simplebloom.OpenGL.shader
│ │ ├── SoldierName/
│ │ │ ├── American.nam
│ │ │ ├── Arabic.nam
│ │ │ ├── Argentina.nam
│ │ │ ├── Belgium.nam
│ │ │ ├── British.nam
│ │ │ ├── Bulgarian.nam
│ │ │ ├── Chinese.nam
│ │ │ ├── Congolese.nam
│ │ │ ├── Czech.nam
│ │ │ ├── Danish.nam
│ │ │ ├── Dutch.nam
│ │ │ ├── Ethiopian.nam
│ │ │ ├── Finnish.nam
│ │ │ ├── French.nam
│ │ │ ├── German.nam
│ │ │ ├── Greek.nam
│ │ │ ├── Hindi.nam
│ │ │ ├── Hungarian.nam
│ │ │ ├── Irish.nam
│ │ │ ├── Italian.nam
│ │ │ ├── Japanese.nam
│ │ │ ├── Kenyan.nam
│ │ │ ├── Korean.nam
│ │ │ ├── Nigerian.nam
│ │ │ ├── Norwegian.nam
│ │ │ ├── Polish.nam
│ │ │ ├── Polynesia.nam
│ │ │ ├── Portuguese.nam
│ │ │ ├── Romanian.nam
│ │ │ ├── Russian.nam
│ │ │ ├── Slovak.nam
│ │ │ ├── Spanish.nam
│ │ │ ├── Swedish.nam
│ │ │ └── Turkish.nam
│ │ └── dont-touch.me
│ └── standard/
│ ├── Aliens_Pick_Up_Weapons/
│ │ ├── Aliens_Pick_Up_Weapons.rul
│ │ └── metadata.yml
│ ├── Aliens_Pick_Up_Weapons_TFTD/
│ │ ├── Aliens_Pick_Up_Weapons.rul
│ │ └── metadata.yml
│ ├── Demigod_Difficulty/
│ │ ├── demigod.rul
│ │ └── metadata.yml
│ ├── Demigod_Difficulty_TFTD/
│ │ ├── demigod.rul
│ │ └── metadata.yml
│ ├── Limit_Craft_Item_Capacities/
│ │ ├── Limit_Craft_Item_Capacities.rul
│ │ └── metadata.yml
│ ├── Limit_Craft_Item_Capacities_TFTD/
│ │ ├── Limit_Craft_Item_Capacities.rul
│ │ └── metadata.yml
│ ├── OpenXCom_Unlimited_Waypoints/
│ │ ├── OpenXCom_Unlimited_Waypoints.rul
│ │ └── metadata.yml
│ ├── OpenXCom_Unlimited_Waypoints_TFTD/
│ │ ├── OpenXCom_Unlimited_Waypoints.rul
│ │ └── metadata.yml
│ ├── PSX_Static_Cydonia_Map/
│ │ ├── PSX_Static_Cydonia_Map.rul
│ │ └── metadata.yml
│ ├── Smarter_Equip/
│ │ ├── 1_Smarter_Equip.rul
│ │ ├── 2_Smarter_Equip_Item_Categorization.rul
│ │ ├── Language/
│ │ │ ├── cs.yml
│ │ │ ├── de.yml
│ │ │ ├── en-GB.yml
│ │ │ ├── en-US.yml
│ │ │ ├── it.yml
│ │ │ ├── pl.yml
│ │ │ ├── ru.yml
│ │ │ └── uk.yml
│ │ └── metadata.yml
│ ├── Smarter_Equip_TFTD/
│ │ ├── 1_Smarter_Equip.rul
│ │ ├── 2_Smarter_Equip_Item_Categorization.rul
│ │ ├── Language/
│ │ │ ├── cs.yml
│ │ │ ├── de.yml
│ │ │ ├── en-GB.yml
│ │ │ ├── en-US.yml
│ │ │ ├── it.yml
│ │ │ ├── pl.yml
│ │ │ ├── ru.yml
│ │ │ └── uk.yml
│ │ └── metadata.yml
│ ├── StrategyCore_Swap_Small_USOs_TFTD/
│ │ ├── StrategyCore_Swap_Small_USOs_TFTD.rul
│ │ └── metadata.yml
│ ├── TFTD_Damage/
│ │ ├── TFTD_Damage.rul
│ │ └── metadata.yml
│ ├── UFOextender_Gun_Melee/
│ │ ├── UFOextender_Gun_Melee.rul
│ │ └── metadata.yml
│ ├── UFOextender_Gun_Melee_TFTD/
│ │ ├── UFOextender_Gun_Melee.rul
│ │ └── metadata.yml
│ ├── UFOextender_Psionic_Line_Of_Fire/
│ │ ├── UFOextender_Psionic_Line_Of_Fire.rul
│ │ └── metadata.yml
│ ├── UFOextender_Psionic_Line_Of_Fire_TFTD/
│ │ ├── UFOextender_Psionic_Line_Of_Fire.rul
│ │ └── metadata.yml
│ ├── UFOextender_Starting_Avalanches/
│ │ ├── UFOextender_Starting_Avalanches.rul
│ │ └── metadata.yml
│ ├── XCOM_Damage/
│ │ ├── XCOM_Damage.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Always_Daytime/
│ │ ├── XcomUtil_Always_Daytime.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Always_Daytime_TFTD/
│ │ ├── XcomUtil_Always_Daytime.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Always_Nighttime/
│ │ ├── XcomUtil_Always_Nighttime.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Always_Nighttime_TFTD/
│ │ ├── XcomUtil_Always_Nighttime.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Fighter_Transports/
│ │ ├── XcomUtil_Fighter_Transports.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Fighter_Transports_TFTD/
│ │ ├── XcomUtil_Fighter_Transports_TFTD.rul
│ │ └── metadata.yml
│ ├── XcomUtil_High_Explosive_Damage/
│ │ ├── XcomUtil_High_Explosive_Damage.rul
│ │ └── metadata.yml
│ ├── XcomUtil_High_Explosive_Damage_TFTD/
│ │ ├── XcomUtil_High_Explosive_Damage.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Improved_Gauss/
│ │ ├── TFTD_Improved_Gauss.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Improved_Ground_Tanks/
│ │ ├── XcomUtil_Improved_Ground_Tanks.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Improved_Heavy_Laser/
│ │ ├── XcomUtil_Improved_Heavy_Laser.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Infinite_Gauss/
│ │ ├── TFTD_Infinite_Gauss.rul
│ │ └── metadata.yml
│ ├── XcomUtil_No_Psionics/
│ │ ├── XcomUtil_No_Psionics.rul
│ │ └── metadata.yml
│ ├── XcomUtil_No_Psionics_TFTD/
│ │ ├── XcomUtil_No_Psionics.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Pistol_Auto_Shot/
│ │ ├── XcomUtil_Pistol_Auto_Shot.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Pistol_Auto_Shot_TFTD/
│ │ ├── XcomUtil_Pistol_Auto_Shot.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Skyranger_Weapon_Slot/
│ │ ├── XcomUtil_Skyranger_Weapon_Slot.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Starting_Defensive_Base/
│ │ ├── XcomUtil_Starting_Defensive_Base.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Starting_Defensive_Base_TFTD/
│ │ ├── XcomUtil_Starting_Defensive_Base.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Starting_Defensive_Improved_Base/
│ │ ├── XcomUtil_Starting_Defensive_Improved_Base.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Starting_Defensive_Improved_Base_TFTD/
│ │ ├── XcomUtil_Starting_Defensive_Improved_Base.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Starting_Improved_Base/
│ │ ├── XcomUtil_Starting_Improved_Base.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Starting_Improved_Base_TFTD/
│ │ ├── XcomUtil_Starting_Improved_Base.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Statstrings/
│ │ ├── XcomUtil_Statstrings.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Statstrings_TFTD/
│ │ ├── XcomUtil_Statstrings.rul
│ │ └── metadata.yml
│ ├── XcomUtil_Triton_Weapon_Slot/
│ │ ├── XcomUtil_Triton_Weapon_Slot.rul
│ │ └── metadata.yml
│ ├── xcom1/
│ │ ├── Language/
│ │ │ ├── OXCE/
│ │ │ │ ├── cs.yml
│ │ │ │ ├── da.yml
│ │ │ │ ├── de.yml
│ │ │ │ ├── el.yml
│ │ │ │ ├── en-GB.yml
│ │ │ │ ├── en-US.yml
│ │ │ │ ├── es-419.yml
│ │ │ │ ├── es-ES.yml
│ │ │ │ ├── et.yml
│ │ │ │ ├── fi.yml
│ │ │ │ ├── fr.yml
│ │ │ │ ├── hu.yml
│ │ │ │ ├── it.yml
│ │ │ │ ├── ja.yml
│ │ │ │ ├── ko.yml
│ │ │ │ ├── nl.yml
│ │ │ │ ├── pl.yml
│ │ │ │ ├── pt-BR.yml
│ │ │ │ ├── ro.yml
│ │ │ │ ├── ru.yml
│ │ │ │ ├── sv.yml
│ │ │ │ └── uk.yml
│ │ │ ├── bg.yml
│ │ │ ├── cs.yml
│ │ │ ├── da.yml
│ │ │ ├── de.yml
│ │ │ ├── el.yml
│ │ │ ├── en-GB.yml
│ │ │ ├── en-US.yml
│ │ │ ├── es-419.yml
│ │ │ ├── es-ES.yml
│ │ │ ├── et.yml
│ │ │ ├── fi.yml
│ │ │ ├── fr-CA.yml
│ │ │ ├── fr.yml
│ │ │ ├── hr.yml
│ │ │ ├── hu.yml
│ │ │ ├── it.yml
│ │ │ ├── ja.yml
│ │ │ ├── ko.yml
│ │ │ ├── lb.yml
│ │ │ ├── lv.yml
│ │ │ ├── nl.yml
│ │ │ ├── no.yml
│ │ │ ├── pl.yml
│ │ │ ├── pt-BR.yml
│ │ │ ├── pt-PT.yml
│ │ │ ├── ro.yml
│ │ │ ├── ru.yml
│ │ │ ├── sk.yml
│ │ │ ├── sv.yml
│ │ │ ├── tr.yml
│ │ │ ├── uk.yml
│ │ │ ├── zh-CN.yml
│ │ │ └── zh-TW.yml
│ │ ├── MAPS/
│ │ │ ├── AVENGER.MAP
│ │ │ ├── CULTA00.MAP
│ │ │ ├── CULTA01.MAP
│ │ │ ├── CULTA02.MAP
│ │ │ ├── CULTA03.MAP
│ │ │ ├── CULTA04.MAP
│ │ │ ├── CULTA05.MAP
│ │ │ ├── CULTA06.MAP
│ │ │ ├── CULTA07.MAP
│ │ │ ├── CULTA08.MAP
│ │ │ ├── CULTA09.MAP
│ │ │ ├── CULTA10.MAP
│ │ │ ├── CULTA11.MAP
│ │ │ ├── CULTA12.MAP
│ │ │ ├── CULTA13.MAP
│ │ │ ├── CULTA14.MAP
│ │ │ ├── CULTA15.MAP
│ │ │ ├── CULTA16.MAP
│ │ │ ├── CULTA17.MAP
│ │ │ ├── CULTA18.MAP
│ │ │ ├── DESERT00.MAP
│ │ │ ├── DESERT01.MAP
│ │ │ ├── DESERT02.MAP
│ │ │ ├── DESERT03.MAP
│ │ │ ├── DESERT04.MAP
│ │ │ ├── DESERT05.MAP
│ │ │ ├── DESERT06.MAP
│ │ │ ├── DESERT07.MAP
│ │ │ ├── DESERT08.MAP
│ │ │ ├── DESERT09.MAP
│ │ │ ├── DESERT10.MAP
│ │ │ ├── DESERT11.MAP
│ │ │ ├── FIRES.MAP
│ │ │ ├── FOREST00.MAP
│ │ │ ├── FOREST01.MAP
│ │ │ ├── FOREST02.MAP
│ │ │ ├── FOREST03.MAP
│ │ │ ├── FOREST04.MAP
│ │ │ ├── FOREST05.MAP
│ │ │ ├── FOREST06.MAP
│ │ │ ├── FOREST07.MAP
│ │ │ ├── FOREST08.MAP
│ │ │ ├── FOREST09.MAP
│ │ │ ├── FOREST10.MAP
│ │ │ ├── FOREST11.MAP
│ │ │ ├── INTERC.MAP
│ │ │ ├── JUNGLE00.MAP
│ │ │ ├── JUNGLE01.MAP
│ │ │ ├── JUNGLE02.MAP
│ │ │ ├── JUNGLE03.MAP
│ │ │ ├── JUNGLE04.MAP
│ │ │ ├── JUNGLE05.MAP
│ │ │ ├── JUNGLE06.MAP
│ │ │ ├── JUNGLE07.MAP
│ │ │ ├── JUNGLE08.MAP
│ │ │ ├── JUNGLE09.MAP
│ │ │ ├── JUNGLE10.MAP
│ │ │ ├── JUNGLE11.MAP
│ │ │ ├── LIGHTNIN.MAP
│ │ │ ├── MAP3.MAP
│ │ │ ├── MAP4.MAP
│ │ │ ├── MARS00.MAP
│ │ │ ├── MARS01.MAP
│ │ │ ├── MARS02.MAP
│ │ │ ├── MARS03.MAP
│ │ │ ├── MARS04.MAP
│ │ │ ├── MARS05.MAP
│ │ │ ├── MARS06.MAP
│ │ │ ├── MARS07.MAP
│ │ │ ├── MARS08.MAP
│ │ │ ├── MARS09.MAP
│ │ │ ├── MARS10.MAP
│ │ │ ├── MOUNT00.MAP
│ │ │ ├── MOUNT01.MAP
│ │ │ ├── MOUNT02.MAP
│ │ │ ├── MOUNT03.MAP
│ │ │ ├── MOUNT04.MAP
│ │ │ ├── MOUNT05.MAP
│ │ │ ├── MOUNT06.MAP
│ │ │ ├── MOUNT07.MAP
│ │ │ ├── MOUNT08.MAP
│ │ │ ├── MOUNT09.MAP
│ │ │ ├── MOUNT10.MAP
│ │ │ ├── MOUNT11.MAP
│ │ │ ├── MOUNT12.MAP
│ │ │ ├── PABDUCT.MAP
│ │ │ ├── PHARVEST.MAP
│ │ │ ├── PLANE.MAP
│ │ │ ├── POLAR00.MAP
│ │ │ ├── POLAR01.MAP
│ │ │ ├── POLAR02.MAP
│ │ │ ├── POLAR03.MAP
│ │ │ ├── POLAR04.MAP
│ │ │ ├── POLAR05.MAP
│ │ │ ├── POLAR06.MAP
│ │ │ ├── POLAR07.MAP
│ │ │ ├── POLAR08.MAP
│ │ │ ├── POLAR09.MAP
│ │ │ ├── POLAR10.MAP
│ │ │ ├── POLAR11.MAP
│ │ │ ├── POLAR12.MAP
│ │ │ ├── POLAR13.MAP
│ │ │ ├── PSCOUT.MAP
│ │ │ ├── TEMP.MAP
│ │ │ ├── TEMP1.MAP
│ │ │ ├── TEMP2.MAP
│ │ │ ├── TEMP3.MAP
│ │ │ ├── UBASE_00.MAP
│ │ │ ├── UBASE_00.RMP
│ │ │ ├── UBASE_01.MAP
│ │ │ ├── UBASE_01.RMP
│ │ │ ├── UBASE_02.MAP
│ │ │ ├── UBASE_02.RMP
│ │ │ ├── UBASE_03.MAP
│ │ │ ├── UBASE_03.RMP
│ │ │ ├── UBASE_04.MAP
│ │ │ ├── UBASE_04.RMP
│ │ │ ├── UBASE_05.MAP
│ │ │ ├── UBASE_05.RMP
│ │ │ ├── UBASE_06.MAP
│ │ │ ├── UBASE_06.RMP
│ │ │ ├── UBASE_07.MAP
│ │ │ ├── UBASE_07.RMP
│ │ │ ├── UBASE_08.MAP
│ │ │ ├── UBASE_08.RMP
│ │ │ ├── UBASE_09.MAP
│ │ │ ├── UBASE_09.RMP
│ │ │ ├── UBASE_10.MAP
│ │ │ ├── UBASE_10.RMP
│ │ │ ├── UBASE_11.MAP
│ │ │ ├── UBASE_11.RMP
│ │ │ ├── UBASE_12.MAP
│ │ │ ├── UBASE_12.RMP
│ │ │ ├── UBASE_13.MAP
│ │ │ ├── UBASE_13.RMP
│ │ │ ├── UBASE_14.MAP
│ │ │ ├── UBASE_14.RMP
│ │ │ ├── UBASE_15.MAP
│ │ │ ├── UBASE_15.RMP
│ │ │ ├── UFO1A.MAP
│ │ │ ├── UFO1B.MAP
│ │ │ ├── UFO_000.MAP
│ │ │ ├── UFO_010.MAP
│ │ │ ├── UFO_110.MAP
│ │ │ ├── UFO_120.MAP
│ │ │ ├── UFO_130.MAP
│ │ │ ├── UFO_140.MAP
│ │ │ ├── UFO_150.MAP
│ │ │ ├── UFO_160.MAP
│ │ │ ├── UFO_170.MAP
│ │ │ ├── URBAN00.MAP
│ │ │ ├── URBAN01.MAP
│ │ │ ├── URBAN02.MAP
│ │ │ ├── URBAN03.MAP
│ │ │ ├── URBAN04.MAP
│ │ │ ├── URBAN05.MAP
│ │ │ ├── URBAN06.MAP
│ │ │ ├── URBAN07.MAP
│ │ │ ├── URBAN08.MAP
│ │ │ ├── URBAN09.MAP
│ │ │ ├── URBAN14.MAP
│ │ │ ├── URBAN15.MAP
│ │ │ ├── URBAN16.MAP
│ │ │ ├── URBAN17.MAP
│ │ │ ├── URBAN18.MAP
│ │ │ ├── XBASE_00.MAP
│ │ │ ├── XBASE_00.RMP
│ │ │ ├── XBASE_01.MAP
│ │ │ ├── XBASE_01.RMP
│ │ │ ├── XBASE_02.MAP
│ │ │ ├── XBASE_02.RMP
│ │ │ ├── XBASE_03.MAP
│ │ │ ├── XBASE_03.RMP
│ │ │ ├── XBASE_04.MAP
│ │ │ ├── XBASE_04.RMP
│ │ │ ├── XBASE_05.MAP
│ │ │ ├── XBASE_05.RMP
│ │ │ ├── XBASE_06.MAP
│ │ │ ├── XBASE_06.RMP
│ │ │ ├── XBASE_07.MAP
│ │ │ ├── XBASE_07.RMP
│ │ │ ├── XBASE_08.MAP
│ │ │ ├── XBASE_08.RMP
│ │ │ ├── XBASE_09.MAP
│ │ │ ├── XBASE_09.RMP
│ │ │ ├── XBASE_10.MAP
│ │ │ ├── XBASE_10.RMP
│ │ │ ├── XBASE_11.MAP
│ │ │ ├── XBASE_11.RMP
│ │ │ ├── XBASE_12.MAP
│ │ │ ├── XBASE_12.RMP
│ │ │ ├── XBASE_13.MAP
│ │ │ ├── XBASE_13.RMP
│ │ │ ├── XBASE_14.MAP
│ │ │ ├── XBASE_14.RMP
│ │ │ ├── XBASE_15.MAP
│ │ │ ├── XBASE_15.RMP
│ │ │ ├── XBASE_16.MAP
│ │ │ ├── XBASE_16.RMP
│ │ │ ├── XBASE_17.MAP
│ │ │ ├── XBASE_17.RMP
│ │ │ ├── XBASE_18.MAP
│ │ │ ├── XBASE_18.RMP
│ │ │ ├── XBASE_19.MAP
│ │ │ ├── XBASE_19.RMP
│ │ │ ├── XBASE_20.MAP
│ │ │ └── XBASE_20.RMP
│ │ ├── ROUTES/
│ │ │ ├── CULTA05.RMP
│ │ │ ├── CULTA06.RMP
│ │ │ ├── CULTA13.RMP
│ │ │ ├── CULTA18.RMP
│ │ │ ├── DESERT03.RMP
│ │ │ ├── DESERT11.RMP
│ │ │ ├── FIRES.RMP
│ │ │ ├── INTERC.RMP
│ │ │ ├── LIGHTNIN.RMP
│ │ │ ├── MARS08.RMP
│ │ │ ├── MARS09.RMP
│ │ │ ├── MOUNT05.RMP
│ │ │ ├── POLAR08.RMP
│ │ │ ├── UBASE_00.RMP
│ │ │ ├── UBASE_01.RMP
│ │ │ ├── UBASE_04.RMP
│ │ │ ├── UBASE_11.RMP
│ │ │ ├── UFO1A.RMP
│ │ │ ├── UFO_110.RMP
│ │ │ ├── UFO_120.RMP
│ │ │ ├── UFO_130.RMP
│ │ │ ├── UFO_140.RMP
│ │ │ ├── UFO_150.RMP
│ │ │ ├── UFO_160.RMP
│ │ │ ├── UFO_170.RMP
│ │ │ ├── XBASE_00.RMP
│ │ │ ├── XBASE_02.RMP
│ │ │ ├── XBASE_03.RMP
│ │ │ ├── XBASE_04.RMP
│ │ │ ├── XBASE_05.RMP
│ │ │ ├── XBASE_06.RMP
│ │ │ ├── XBASE_07.RMP
│ │ │ ├── XBASE_09.RMP
│ │ │ ├── XBASE_10.RMP
│ │ │ ├── XBASE_11.RMP
│ │ │ ├── XBASE_12.RMP
│ │ │ ├── XBASE_13.RMP
│ │ │ ├── XBASE_15.RMP
│ │ │ ├── XBASE_17.RMP
│ │ │ ├── XBASE_18.RMP
│ │ │ └── XBASE_19.RMP
│ │ ├── Resources/
│ │ │ ├── Extended/
│ │ │ │ └── Touch/
│ │ │ │ └── license.txt
│ │ │ └── Weapons/
│ │ │ └── license.txt
│ │ ├── TERRAIN/
│ │ │ ├── AVENGER.MCD
│ │ │ ├── BARN.MCD
│ │ │ ├── CULTIVAT.MCD
│ │ │ ├── FOREST.MCD
│ │ │ ├── LIGHTNIN.MCD
│ │ │ ├── LIGHTNIN.PCK
│ │ │ ├── LIGHTNIN.TAB
│ │ │ ├── MOUNT.MCD
│ │ │ ├── PLANE.MCD
│ │ │ ├── URBAN.MCD
│ │ │ ├── URBITS.MCD
│ │ │ ├── U_BASE.MCD
│ │ │ ├── U_BITS.MCD
│ │ │ ├── U_EXT02.MCD
│ │ │ ├── U_PODS.MCD
│ │ │ ├── U_WALL02.MCD
│ │ │ ├── XBASE2.MCD
│ │ │ ├── XBASE2.PCK
│ │ │ └── XBASE2.TAB
│ │ ├── UFOGRAPH/
│ │ │ └── TAC01.SCR
│ │ ├── UNITS/
│ │ │ ├── CHRYS.PCK
│ │ │ └── CHRYS.TAB
│ │ ├── alienDeployments.rul
│ │ ├── alienItemLevels.rul
│ │ ├── alienMissions.rul
│ │ ├── alienRaces.rul
│ │ ├── armors.rul
│ │ ├── converter.rul
│ │ ├── countries.rul
│ │ ├── craftWeapons.rul
│ │ ├── crafts.rul
│ │ ├── cutscenes.rul
│ │ ├── difficulty.rul
│ │ ├── extraSprites.rul
│ │ ├── facilities.rul
│ │ ├── globe.rul
│ │ ├── interfaces.rul
│ │ ├── inventories.rul
│ │ ├── items.rul
│ │ ├── manufacture.rul
│ │ ├── mapScripts.rul
│ │ ├── mcdPatches.rul
│ │ ├── metadata.yml
│ │ ├── missionScripts.rul
│ │ ├── music.rul
│ │ ├── regions.rul
│ │ ├── research.rul
│ │ ├── soldiers.rul
│ │ ├── startingBase.rul
│ │ ├── terrains.rul
│ │ ├── ufoTrajectories.rul
│ │ ├── ufopaedia.rul
│ │ ├── ufos.rul
│ │ ├── units.rul
│ │ └── vars.rul
│ └── xcom2/
│ ├── Language/
│ │ ├── OXCE/
│ │ │ ├── cs.yml
│ │ │ ├── da.yml
│ │ │ ├── de.yml
│ │ │ ├── el.yml
│ │ │ ├── en-GB.yml
│ │ │ ├── en-US.yml
│ │ │ ├── es-419.yml
│ │ │ ├── es-ES.yml
│ │ │ ├── et.yml
│ │ │ ├── fi.yml
│ │ │ ├── fr.yml
│ │ │ ├── hu.yml
│ │ │ ├── it.yml
│ │ │ ├── ja.yml
│ │ │ ├── ko.yml
│ │ │ ├── nl.yml
│ │ │ ├── pl.yml
│ │ │ ├── pt-BR.yml
│ │ │ ├── ro.yml
│ │ │ ├── ru.yml
│ │ │ └── uk.yml
│ │ ├── bg.yml
│ │ ├── cs.yml
│ │ ├── da.yml
│ │ ├── de.yml
│ │ ├── el.yml
│ │ ├── en-GB.yml
│ │ ├── en-US.yml
│ │ ├── es-419.yml
│ │ ├── es-ES.yml
│ │ ├── et.yml
│ │ ├── fi.yml
│ │ ├── fr-CA.yml
│ │ ├── fr.yml
│ │ ├── hr.yml
│ │ ├── hu.yml
│ │ ├── it.yml
│ │ ├── ja.yml
│ │ ├── ko.yml
│ │ ├── lb.yml
│ │ ├── lv.yml
│ │ ├── nl.yml
│ │ ├── no.yml
│ │ ├── pl.yml
│ │ ├── pt-BR.yml
│ │ ├── pt-PT.yml
│ │ ├── ro.yml
│ │ ├── ru.yml
│ │ ├── sk.yml
│ │ ├── sv.yml
│ │ ├── tr.yml
│ │ ├── uk.yml
│ │ ├── zh-CN.yml
│ │ └── zh-TW.yml
│ ├── MAPS/
│ │ ├── BARRACUD.MAP
│ │ ├── ENTRY03.MAP
│ │ ├── GRUNGE08.MAP
│ │ ├── GRUNGE09.MAP
│ │ ├── MANTA.MAP
│ │ ├── PLANE04.MAP
│ │ ├── PLANE05.MAP
│ │ ├── PLANE06.MAP
│ │ ├── PLANE07.MAP
│ │ ├── PLANE08.MAP
│ │ ├── PLANE09.MAP
│ │ ├── PLANE10.MAP
│ │ ├── PLANE11.MAP
│ │ └── TRITON.MAP
│ ├── ROUTES/
│ │ ├── BARRACUD.RMP
│ │ ├── MANTA.RMP
│ │ ├── TRITON.RMP
│ │ ├── XBASES01.RMP
│ │ ├── XBASES06.RMP
│ │ ├── XBASES08.RMP
│ │ ├── XBASES10.RMP
│ │ └── XBASES12.RMP
│ ├── Resources/
│ │ ├── Extended/
│ │ │ └── Touch/
│ │ │ └── license.txt
│ │ └── Weapons/
│ │ └── license.txt
│ ├── alienDeployments.rul
│ ├── alienItemLevels.rul
│ ├── alienMissions.rul
│ ├── alienRaces.rul
│ ├── armors.rul
│ ├── converter.rul
│ ├── countries.rul
│ ├── craftWeapons.rul
│ ├── crafts.rul
│ ├── cutscenes.rul
│ ├── difficulty.rul
│ ├── extraSprites.rul
│ ├── facilities.rul
│ ├── globe.rul
│ ├── interfaces.rul
│ ├── inventories.rul
│ ├── items.rul
│ ├── manufacture.rul
│ ├── mapScripts.rul
│ ├── mcdPatches.rul
│ ├── metadata.yml
│ ├── missionScripts.rul
│ ├── music.rul
│ ├── regions.rul
│ ├── research.rul
│ ├── soldiers.rul
│ ├── startingBase.rul
│ ├── terrains.rul
│ ├── ufoTrajectories.rul
│ ├── ufopaedia.rul
│ ├── ufos.rul
│ ├── units.rul
│ └── vars.rul
├── cmake/
│ └── modules/
│ ├── BuildType.cmake
│ ├── Description.txt
│ ├── NSIS.template.in
│ └── PostprocessBundle.cmake
├── deps/
│ ├── dummy.txt
│ └── include/
│ └── SDL/
│ ├── SDL.h
│ ├── SDL_active.h
│ ├── SDL_audio.h
│ ├── SDL_byteorder.h
│ ├── SDL_cdrom.h
│ ├── SDL_config.h
│ ├── SDL_config.h.in
│ ├── SDL_config_dreamcast.h
│ ├── SDL_config_macos.h
│ ├── SDL_config_macosx.h
│ ├── SDL_config_minimal.h
│ ├── SDL_config_nds.h
│ ├── SDL_config_os2.h
│ ├── SDL_config_symbian.h
│ ├── SDL_config_win32.h
│ ├── SDL_copying.h
│ ├── SDL_cpuinfo.h
│ ├── SDL_endian.h
│ ├── SDL_error.h
│ ├── SDL_events.h
│ ├── SDL_framerate.h
│ ├── SDL_getenv.h
│ ├── SDL_gfxBlitFunc.h
│ ├── SDL_gfxPrimitives.h
│ ├── SDL_gfxPrimitives_font.h
│ ├── SDL_image.h
│ ├── SDL_imageFilter.h
│ ├── SDL_joystick.h
│ ├── SDL_keyboard.h
│ ├── SDL_keysym.h
│ ├── SDL_loadso.h
│ ├── SDL_main.h
│ ├── SDL_mixer.h
│ ├── SDL_mouse.h
│ ├── SDL_mutex.h
│ ├── SDL_name.h
│ ├── SDL_opengl.h
│ ├── SDL_platform.h
│ ├── SDL_quit.h
│ ├── SDL_rotozoom.h
│ ├── SDL_rwops.h
│ ├── SDL_stdinc.h
│ ├── SDL_syswm.h
│ ├── SDL_thread.h
│ ├── SDL_timer.h
│ ├── SDL_types.h
│ ├── SDL_version.h
│ ├── SDL_video.h
│ ├── begin_code.h
│ └── close_code.h
├── docs/
│ ├── CMakeLists.txt
│ ├── Doxyfile.in
│ └── openxcom.6
├── install/
│ ├── debian/
│ │ ├── changelog
│ │ ├── compat
│ │ ├── control
│ │ ├── copyright
│ │ ├── docs
│ │ ├── install
│ │ ├── rules
│ │ └── source/
│ │ ├── format
│ │ └── options
│ ├── gentoo/
│ │ └── openxcom-9999.ebuild
│ ├── opensuse/
│ │ ├── openxcom.changes
│ │ └── openxcom.spec
│ └── win/
│ ├── Language/
│ │ ├── Bulgarian.nsh
│ │ ├── Catalan.nsh
│ │ ├── Croatian.nsh
│ │ ├── Czech.nsh
│ │ ├── Danish.nsh
│ │ ├── Dutch.nsh
│ │ ├── English.nsh
│ │ ├── Estonian.nsh
│ │ ├── Finnish.nsh
│ │ ├── French.nsh
│ │ ├── German.nsh
│ │ ├── Greek.nsh
│ │ ├── Hungarian.nsh
│ │ ├── Icelandic.nsh
│ │ ├── Italian.nsh
│ │ ├── Japanese.nsh
│ │ ├── Korean.nsh
│ │ ├── Luxembourgish.nsh
│ │ ├── Polish.nsh
│ │ ├── Portuguese.nsh
│ │ ├── PortugueseBR.nsh
│ │ ├── Romanian.nsh
│ │ ├── Russian.nsh
│ │ ├── SimpChinese.nsh
│ │ ├── Slovak.nsh
│ │ ├── Spanish.nsh
│ │ ├── SpanishInternational.nsh
│ │ ├── Swedish.nsh
│ │ ├── TradChinese.nsh
│ │ ├── Turkish.nsh
│ │ ├── Ukrainian.nsh
│ │ ├── bg.yml
│ │ ├── ca-ES.yml
│ │ ├── cs.yml
│ │ ├── da.yml
│ │ ├── de.yml
│ │ ├── el.yml
│ │ ├── en-US.yml
│ │ ├── es-419.yml
│ │ ├── es-ES.yml
│ │ ├── et.yml
│ │ ├── fi.yml
│ │ ├── fr.yml
│ │ ├── hr.yml
│ │ ├── hu.yml
│ │ ├── is.yml
│ │ ├── it.yml
│ │ ├── ja.yml
│ │ ├── ko.yml
│ │ ├── lb.yml
│ │ ├── nl.yml
│ │ ├── no.yml
│ │ ├── pl.yml
│ │ ├── pt-BR.yml
│ │ ├── pt-PT.yml
│ │ ├── ro.yml
│ │ ├── ru.yml
│ │ ├── sk.yml
│ │ ├── sv.yml
│ │ ├── tr.yml
│ │ ├── uk.yml
│ │ ├── zh-CN.yml
│ │ └── zh-TW.yml
│ ├── convert_lang.py
│ ├── installer.nsi
│ ├── language.nsh
│ └── version.nsh
├── libs/
│ ├── miniz/
│ │ ├── ChangeLog.md
│ │ ├── LICENSE
│ │ ├── miniz.c
│ │ ├── miniz.h
│ │ └── readme.md
│ └── rapidyaml/
│ ├── LICENSE.txt
│ ├── c4/
│ │ ├── allocator.hpp
│ │ ├── base64.cpp
│ │ ├── base64.hpp
│ │ ├── bitmask.hpp
│ │ ├── blob.hpp
│ │ ├── c4_pop.hpp
│ │ ├── c4_push.hpp
│ │ ├── c4core.natvis
│ │ ├── char_traits.cpp
│ │ ├── char_traits.hpp
│ │ ├── charconv.hpp
│ │ ├── common.hpp
│ │ ├── compiler.hpp
│ │ ├── config.hpp
│ │ ├── cpu.hpp
│ │ ├── ctor_dtor.hpp
│ │ ├── dump.hpp
│ │ ├── enum.hpp
│ │ ├── error.cpp
│ │ ├── error.hpp
│ │ ├── export.hpp
│ │ ├── ext/
│ │ │ ├── debugbreak/
│ │ │ │ └── debugbreak.h
│ │ │ ├── fast_float.hpp
│ │ │ ├── fast_float_all.h
│ │ │ ├── rng/
│ │ │ │ └── rng.hpp
│ │ │ └── sg14/
│ │ │ ├── README.md
│ │ │ └── inplace_function.h
│ │ ├── format.cpp
│ │ ├── format.hpp
│ │ ├── gcc-4.8.hpp
│ │ ├── hash.hpp
│ │ ├── language.cpp
│ │ ├── language.hpp
│ │ ├── memory_resource.cpp
│ │ ├── memory_resource.hpp
│ │ ├── memory_util.cpp
│ │ ├── memory_util.hpp
│ │ ├── platform.hpp
│ │ ├── preprocessor.hpp
│ │ ├── restrict.hpp
│ │ ├── span.hpp
│ │ ├── std/
│ │ │ ├── std.hpp
│ │ │ ├── std_fwd.hpp
│ │ │ ├── string.hpp
│ │ │ ├── string_fwd.hpp
│ │ │ ├── string_view.hpp
│ │ │ ├── tuple.hpp
│ │ │ ├── vector.hpp
│ │ │ └── vector_fwd.hpp
│ │ ├── substr.hpp
│ │ ├── substr_fwd.hpp
│ │ ├── szconv.hpp
│ │ ├── type_name.hpp
│ │ ├── types.hpp
│ │ ├── unrestrict.hpp
│ │ ├── utf.cpp
│ │ ├── utf.hpp
│ │ ├── windows.hpp
│ │ ├── windows_pop.hpp
│ │ ├── windows_push.hpp
│ │ └── yml/
│ │ ├── common.cpp
│ │ ├── common.hpp
│ │ ├── detail/
│ │ │ ├── checks.hpp
│ │ │ ├── parser_dbg.hpp
│ │ │ ├── print.hpp
│ │ │ └── stack.hpp
│ │ ├── emit.def.hpp
│ │ ├── emit.hpp
│ │ ├── event_handler_stack.hpp
│ │ ├── event_handler_tree.hpp
│ │ ├── export.hpp
│ │ ├── filter_processor.hpp
│ │ ├── fwd.hpp
│ │ ├── node.cpp
│ │ ├── node.hpp
│ │ ├── node_type.cpp
│ │ ├── node_type.hpp
│ │ ├── parse.cpp
│ │ ├── parse.hpp
│ │ ├── parse_engine.def.hpp
│ │ ├── parse_engine.hpp
│ │ ├── parser_state.hpp
│ │ ├── preprocess.cpp
│ │ ├── preprocess.hpp
│ │ ├── reference_resolver.cpp
│ │ ├── reference_resolver.hpp
│ │ ├── std/
│ │ │ ├── map.hpp
│ │ │ ├── std.hpp
│ │ │ ├── string.hpp
│ │ │ └── vector.hpp
│ │ ├── tag.cpp
│ │ ├── tag.hpp
│ │ ├── tree.cpp
│ │ ├── tree.hpp
│ │ ├── version.cpp
│ │ ├── version.hpp
│ │ ├── writer.hpp
│ │ └── yml.hpp
│ ├── ryml-gdbtypes.py
│ ├── ryml.hpp
│ ├── ryml.natvis
│ └── ryml_std.hpp
├── obj/
│ └── .gitkeep
├── res/
│ ├── linux/
│ │ └── openxcom.desktop
│ ├── mac/
│ │ └── AppIcon.icns
│ └── windows/
│ └── openxcom.manifest
├── scripts/
│ ├── build-openxcom
│ ├── git-bash-helpers.sh
│ ├── init-build-server.sh
│ └── macports-config.yml
└── src/
├── Basescape/
│ ├── BaseInfoState.cpp
│ ├── BaseInfoState.h
│ ├── BaseView.cpp
│ ├── BaseView.h
│ ├── BasescapeState.cpp
│ ├── BasescapeState.h
│ ├── BuildFacilitiesState.cpp
│ ├── BuildFacilitiesState.h
│ ├── CraftArmorState.cpp
│ ├── CraftArmorState.h
│ ├── CraftEquipmentLoadState.cpp
│ ├── CraftEquipmentLoadState.h
│ ├── CraftEquipmentSaveState.cpp
│ ├── CraftEquipmentSaveState.h
│ ├── CraftEquipmentState.cpp
│ ├── CraftEquipmentState.h
│ ├── CraftInfoState.cpp
│ ├── CraftInfoState.h
│ ├── CraftPilotSelectState.cpp
│ ├── CraftPilotSelectState.h
│ ├── CraftPilotsState.cpp
│ ├── CraftPilotsState.h
│ ├── CraftSoldiersState.cpp
│ ├── CraftSoldiersState.h
│ ├── CraftWeaponsState.cpp
│ ├── CraftWeaponsState.h
│ ├── CraftsState.cpp
│ ├── CraftsState.h
│ ├── DismantleFacilityState.cpp
│ ├── DismantleFacilityState.h
│ ├── GlobalAlienContainmentState.cpp
│ ├── GlobalAlienContainmentState.h
│ ├── GlobalManufactureState.cpp
│ ├── GlobalManufactureState.h
│ ├── GlobalResearchDiaryState.cpp
│ ├── GlobalResearchDiaryState.h
│ ├── GlobalResearchState.cpp
│ ├── GlobalResearchState.h
│ ├── ItemLocationsState.cpp
│ ├── ItemLocationsState.h
│ ├── ManageAlienContainmentState.cpp
│ ├── ManageAlienContainmentState.h
│ ├── ManufactureDependenciesTreeState.cpp
│ ├── ManufactureDependenciesTreeState.h
│ ├── ManufactureInfoState.cpp
│ ├── ManufactureInfoState.h
│ ├── ManufactureStartState.cpp
│ ├── ManufactureStartState.h
│ ├── ManufactureState.cpp
│ ├── ManufactureState.h
│ ├── MiniBaseView.cpp
│ ├── MiniBaseView.h
│ ├── MonthlyCostsState.cpp
│ ├── MonthlyCostsState.h
│ ├── NewManufactureListState.cpp
│ ├── NewManufactureListState.h
│ ├── NewResearchListState.cpp
│ ├── NewResearchListState.h
│ ├── PlaceFacilityState.cpp
│ ├── PlaceFacilityState.h
│ ├── PlaceLiftState.cpp
│ ├── PlaceLiftState.h
│ ├── PlaceStartFacilityState.cpp
│ ├── PlaceStartFacilityState.h
│ ├── PurchaseState.cpp
│ ├── PurchaseState.h
│ ├── ResearchInfoState.cpp
│ ├── ResearchInfoState.h
│ ├── ResearchState.cpp
│ ├── ResearchState.h
│ ├── SackSoldierState.cpp
│ ├── SackSoldierState.h
│ ├── SelectStartFacilityState.cpp
│ ├── SelectStartFacilityState.h
│ ├── SellState.cpp
│ ├── SellState.h
│ ├── SoldierArmorState.cpp
│ ├── SoldierArmorState.h
│ ├── SoldierAvatarState.cpp
│ ├── SoldierAvatarState.h
│ ├── SoldierBonusState.cpp
│ ├── SoldierBonusState.h
│ ├── SoldierDiaryLightState.cpp
│ ├── SoldierDiaryLightState.h
│ ├── SoldierDiaryMissionState.cpp
│ ├── SoldierDiaryMissionState.h
│ ├── SoldierDiaryOverviewState.cpp
│ ├── SoldierDiaryOverviewState.h
│ ├── SoldierDiaryPerformanceState.cpp
│ ├── SoldierDiaryPerformanceState.h
│ ├── SoldierInfoState.cpp
│ ├── SoldierInfoState.h
│ ├── SoldierMemorialState.cpp
│ ├── SoldierMemorialState.h
│ ├── SoldierRankState.cpp
│ ├── SoldierRankState.h
│ ├── SoldierSortUtil.cpp
│ ├── SoldierSortUtil.h
│ ├── SoldierTransformState.cpp
│ ├── SoldierTransformState.h
│ ├── SoldierTransformationListState.cpp
│ ├── SoldierTransformationListState.h
│ ├── SoldierTransformationState.cpp
│ ├── SoldierTransformationState.h
│ ├── SoldiersState.cpp
│ ├── SoldiersState.h
│ ├── StoresState.cpp
│ ├── StoresState.h
│ ├── TechTreeSelectState.cpp
│ ├── TechTreeSelectState.h
│ ├── TechTreeViewerState.cpp
│ ├── TechTreeViewerState.h
│ ├── TransferBaseState.cpp
│ ├── TransferBaseState.h
│ ├── TransferConfirmState.cpp
│ ├── TransferConfirmState.h
│ ├── TransferItemsState.cpp
│ ├── TransferItemsState.h
│ ├── TransfersState.cpp
│ └── TransfersState.h
├── Battlescape/
│ ├── AIModule.cpp
│ ├── AIModule.h
│ ├── AbortMissionState.cpp
│ ├── AbortMissionState.h
│ ├── ActionMenuItem.cpp
│ ├── ActionMenuItem.h
│ ├── ActionMenuState.cpp
│ ├── ActionMenuState.h
│ ├── AlienInventory.cpp
│ ├── AlienInventory.h
│ ├── AlienInventoryState.cpp
│ ├── AlienInventoryState.h
│ ├── AliensCrashState.cpp
│ ├── AliensCrashState.h
│ ├── BattleState.cpp
│ ├── BattleState.h
│ ├── BattlescapeGame.cpp
│ ├── BattlescapeGame.h
│ ├── BattlescapeGenerator.cpp
│ ├── BattlescapeGenerator.h
│ ├── BattlescapeMessage.cpp
│ ├── BattlescapeMessage.h
│ ├── BattlescapeState.cpp
│ ├── BattlescapeState.h
│ ├── BriefingLightState.cpp
│ ├── BriefingLightState.h
│ ├── BriefingState.cpp
│ ├── BriefingState.h
│ ├── Camera.cpp
│ ├── Camera.h
│ ├── CannotReequipState.cpp
│ ├── CannotReequipState.h
│ ├── CommendationLateState.cpp
│ ├── CommendationLateState.h
│ ├── CommendationState.cpp
│ ├── CommendationState.h
│ ├── ConfirmEndMissionState.cpp
│ ├── ConfirmEndMissionState.h
│ ├── DebriefingState.cpp
│ ├── DebriefingState.h
│ ├── ExperienceOverviewState.cpp
│ ├── ExperienceOverviewState.h
│ ├── Explosion.cpp
│ ├── Explosion.h
│ ├── ExplosionBState.cpp
│ ├── ExplosionBState.h
│ ├── ExtendedBattlescapeLinksState.cpp
│ ├── ExtendedBattlescapeLinksState.h
│ ├── ExtendedInventoryLinksState.cpp
│ ├── ExtendedInventoryLinksState.h
│ ├── InfoboxOKState.cpp
│ ├── InfoboxOKState.h
│ ├── InfoboxState.cpp
│ ├── InfoboxState.h
│ ├── Inventory.cpp
│ ├── Inventory.h
│ ├── InventoryLoadState.cpp
│ ├── InventoryLoadState.h
│ ├── InventoryPersonalState.cpp
│ ├── InventoryPersonalState.h
│ ├── InventorySaveState.cpp
│ ├── InventorySaveState.h
│ ├── InventoryState.cpp
│ ├── InventoryState.h
│ ├── ItemSprite.cpp
│ ├── ItemSprite.h
│ ├── Map.cpp
│ ├── Map.h
│ ├── MedikitState.cpp
│ ├── MedikitState.h
│ ├── MedikitView.cpp
│ ├── MedikitView.h
│ ├── MeleeAttackBState.cpp
│ ├── MeleeAttackBState.h
│ ├── MiniMapState.cpp
│ ├── MiniMapState.h
│ ├── MiniMapView.cpp
│ ├── MiniMapView.h
│ ├── NextTurnState.cpp
│ ├── NextTurnState.h
│ ├── NoExperienceState.cpp
│ ├── NoExperienceState.h
│ ├── Particle.cpp
│ ├── Particle.h
│ ├── Pathfinding.cpp
│ ├── Pathfinding.h
│ ├── PathfindingNode.cpp
│ ├── PathfindingNode.h
│ ├── PathfindingOpenSet.cpp
│ ├── PathfindingOpenSet.h
│ ├── Position.cpp
│ ├── Position.h
│ ├── PrimeGrenadeState.cpp
│ ├── PrimeGrenadeState.h
│ ├── Projectile.cpp
│ ├── Projectile.h
│ ├── ProjectileFlyBState.cpp
│ ├── ProjectileFlyBState.h
│ ├── PromotionsState.cpp
│ ├── PromotionsState.h
│ ├── PsiAttackBState.cpp
│ ├── PsiAttackBState.h
│ ├── ScannerState.cpp
│ ├── ScannerState.h
│ ├── ScannerView.cpp
│ ├── ScannerView.h
│ ├── SkillMenuState.cpp
│ ├── SkillMenuState.h
│ ├── TileEngine.cpp
│ ├── TileEngine.h
│ ├── TurnDiaryState.cpp
│ ├── TurnDiaryState.h
│ ├── UnitDieBState.cpp
│ ├── UnitDieBState.h
│ ├── UnitFallBState.cpp
│ ├── UnitFallBState.h
│ ├── UnitInfoState.cpp
│ ├── UnitInfoState.h
│ ├── UnitPanicBState.cpp
│ ├── UnitPanicBState.h
│ ├── UnitSprite.cpp
│ ├── UnitSprite.h
│ ├── UnitTurnBState.cpp
│ ├── UnitTurnBState.h
│ ├── UnitWalkBState.cpp
│ ├── UnitWalkBState.h
│ ├── WarningMessage.cpp
│ └── WarningMessage.h
├── CMakeLists.txt
├── Engine/
│ ├── Action.cpp
│ ├── Action.h
│ ├── Adlib/
│ │ ├── adlplayer.cpp
│ │ ├── adlplayer.h
│ │ ├── fmopl.cpp
│ │ └── fmopl.h
│ ├── AdlibMusic.cpp
│ ├── AdlibMusic.h
│ ├── CatFile.cpp
│ ├── CatFile.h
│ ├── Collections.h
│ ├── CrossPlatform.cpp
│ ├── CrossPlatform.h
│ ├── DosFont.h
│ ├── Exception.h
│ ├── FastLineClip.cpp
│ ├── FastLineClip.h
│ ├── FileMap.cpp
│ ├── FileMap.h
│ ├── FlcPlayer.cpp
│ ├── FlcPlayer.h
│ ├── Font.cpp
│ ├── Font.h
│ ├── Functions.h
│ ├── GMCat.cpp
│ ├── GMCat.h
│ ├── Game.cpp
│ ├── Game.h
│ ├── GraphSubset.h
│ ├── HelperMeta.h
│ ├── InteractiveSurface.cpp
│ ├── InteractiveSurface.h
│ ├── Language.cpp
│ ├── Language.h
│ ├── LanguagePlurality.cpp
│ ├── LanguagePlurality.h
│ ├── LocalizedText.cpp
│ ├── LocalizedText.h
│ ├── Logger.h
│ ├── ModInfo.cpp
│ ├── ModInfo.h
│ ├── Music.cpp
│ ├── Music.h
│ ├── NullableValue.h
│ ├── OpenGL.cpp
│ ├── OpenGL.h
│ ├── OptionInfo.cpp
│ ├── OptionInfo.h
│ ├── Options.cpp
│ ├── Options.h
│ ├── Options.inc.h
│ ├── Palette.cpp
│ ├── Palette.h
│ ├── RNG.cpp
│ ├── RNG.h
│ ├── SDL2Helpers.h
│ ├── Scalers/
│ │ ├── common.h
│ │ ├── config.h
│ │ ├── hq2x.cpp
│ │ ├── hq3x.cpp
│ │ ├── hq4x.cpp
│ │ ├── hqx.h
│ │ ├── init.cpp
│ │ ├── scale2x.cpp
│ │ ├── scale2x.h
│ │ ├── scale3x.cpp
│ │ ├── scale3x.h
│ │ ├── scalebit.cpp
│ │ ├── scalebit.h
│ │ ├── xbrz.cpp
│ │ └── xbrz.h
│ ├── Screen.cpp
│ ├── Screen.h
│ ├── Script.cpp
│ ├── Script.h
│ ├── ScriptBind.h
│ ├── ShaderDraw.h
│ ├── ShaderDrawHelper.h
│ ├── ShaderMove.h
│ ├── ShaderRepeat.h
│ ├── Sound.cpp
│ ├── Sound.h
│ ├── SoundSet.cpp
│ ├── SoundSet.h
│ ├── State.cpp
│ ├── State.h
│ ├── Surface.cpp
│ ├── Surface.h
│ ├── SurfaceSet.cpp
│ ├── SurfaceSet.h
│ ├── Timer.cpp
│ ├── Timer.h
│ ├── TouchState.cpp
│ ├── TouchState.h
│ ├── Unicode.cpp
│ ├── Unicode.h
│ ├── Yaml.cpp
│ ├── Yaml.h
│ ├── Zoom.cpp
│ └── Zoom.h
├── Geoscape/
│ ├── AlienBaseState.cpp
│ ├── AlienBaseState.h
│ ├── AllocatePsiTrainingState.cpp
│ ├── AllocatePsiTrainingState.h
│ ├── AllocateTrainingState.cpp
│ ├── AllocateTrainingState.h
│ ├── BaseDefenseState.cpp
│ ├── BaseDefenseState.h
│ ├── BaseDestroyedState.cpp
│ ├── BaseDestroyedState.h
│ ├── BaseNameState.cpp
│ ├── BaseNameState.h
│ ├── BuildNewBaseState.cpp
│ ├── BuildNewBaseState.h
│ ├── ConfirmCydoniaState.cpp
│ ├── ConfirmCydoniaState.h
│ ├── ConfirmDestinationState.cpp
│ ├── ConfirmDestinationState.h
│ ├── ConfirmLandingState.cpp
│ ├── ConfirmLandingState.h
│ ├── ConfirmNewBaseState.cpp
│ ├── ConfirmNewBaseState.h
│ ├── Cord.h
│ ├── CraftErrorState.cpp
│ ├── CraftErrorState.h
│ ├── CraftNotEnoughPilotsState.cpp
│ ├── CraftNotEnoughPilotsState.h
│ ├── CraftPatrolState.cpp
│ ├── CraftPatrolState.h
│ ├── DogfightErrorState.cpp
│ ├── DogfightErrorState.h
│ ├── DogfightExperienceState.cpp
│ ├── DogfightExperienceState.h
│ ├── DogfightState.cpp
│ ├── DogfightState.h
│ ├── ExtendedGeoscapeLinksState.cpp
│ ├── ExtendedGeoscapeLinksState.h
│ ├── FundingState.cpp
│ ├── FundingState.h
│ ├── GeoscapeCraftState.cpp
│ ├── GeoscapeCraftState.h
│ ├── GeoscapeEventState.cpp
│ ├── GeoscapeEventState.h
│ ├── GeoscapeState.cpp
│ ├── GeoscapeState.h
│ ├── Globe.cpp
│ ├── Globe.h
│ ├── GraphsState.cpp
│ ├── GraphsState.h
│ ├── InterceptState.cpp
│ ├── InterceptState.h
│ ├── ItemsArrivingState.cpp
│ ├── ItemsArrivingState.h
│ ├── LowFuelState.cpp
│ ├── LowFuelState.h
│ ├── MissionDetectedState.cpp
│ ├── MissionDetectedState.h
│ ├── MonthlyReportState.cpp
│ ├── MonthlyReportState.h
│ ├── MultipleTargetsState.cpp
│ ├── MultipleTargetsState.h
│ ├── NewPossibleCraftState.cpp
│ ├── NewPossibleCraftState.h
│ ├── NewPossibleFacilityState.cpp
│ ├── NewPossibleFacilityState.h
│ ├── NewPossibleManufactureState.cpp
│ ├── NewPossibleManufactureState.h
│ ├── NewPossiblePurchaseState.cpp
│ ├── NewPossiblePurchaseState.h
│ ├── NewPossibleResearchState.cpp
│ ├── NewPossibleResearchState.h
│ ├── ProductionCompleteState.cpp
│ ├── ProductionCompleteState.h
│ ├── PsiTrainingState.cpp
│ ├── PsiTrainingState.h
│ ├── ResearchCompleteState.cpp
│ ├── ResearchCompleteState.h
│ ├── ResearchRequiredState.cpp
│ ├── ResearchRequiredState.h
│ ├── SelectDestinationState.cpp
│ ├── SelectDestinationState.h
│ ├── SelectMusicTrackState.cpp
│ ├── SelectMusicTrackState.h
│ ├── TargetInfoState.cpp
│ ├── TargetInfoState.h
│ ├── TrainingFinishedState.cpp
│ ├── TrainingFinishedState.h
│ ├── TrainingState.cpp
│ ├── TrainingState.h
│ ├── UfoDetectedState.cpp
│ ├── UfoDetectedState.h
│ ├── UfoLostState.cpp
│ ├── UfoLostState.h
│ ├── UfoTrackerState.cpp
│ └── UfoTrackerState.h
├── Interface/
│ ├── ArrowButton.cpp
│ ├── ArrowButton.h
│ ├── Bar.cpp
│ ├── Bar.h
│ ├── BattlescapeButton.cpp
│ ├── BattlescapeButton.h
│ ├── ComboBox.cpp
│ ├── ComboBox.h
│ ├── Cursor.cpp
│ ├── Cursor.h
│ ├── FpsCounter.cpp
│ ├── FpsCounter.h
│ ├── Frame.cpp
│ ├── Frame.h
│ ├── ImageButton.cpp
│ ├── ImageButton.h
│ ├── NumberText.cpp
│ ├── NumberText.h
│ ├── ProgressBar.cpp
│ ├── ProgressBar.h
│ ├── ScrollBar.cpp
│ ├── ScrollBar.h
│ ├── Slider.cpp
│ ├── Slider.h
│ ├── Text.cpp
│ ├── Text.h
│ ├── TextButton.cpp
│ ├── TextButton.h
│ ├── TextEdit.cpp
│ ├── TextEdit.h
│ ├── TextList.cpp
│ ├── TextList.h
│ ├── ToggleTextButton.cpp
│ ├── ToggleTextButton.h
│ ├── Window.cpp
│ └── Window.h
├── Menu/
│ ├── AbandonGameState.cpp
│ ├── AbandonGameState.h
│ ├── ConfirmLoadState.cpp
│ ├── ConfirmLoadState.h
│ ├── CutsceneState.cpp
│ ├── CutsceneState.h
│ ├── DeleteGameState.cpp
│ ├── DeleteGameState.h
│ ├── ErrorMessageState.cpp
│ ├── ErrorMessageState.h
│ ├── ListGamesState.cpp
│ ├── ListGamesState.h
│ ├── ListLoadOriginalState.cpp
│ ├── ListLoadOriginalState.h
│ ├── ListLoadState.cpp
│ ├── ListLoadState.h
│ ├── ListSaveState.cpp
│ ├── ListSaveState.h
│ ├── LoadGameState.cpp
│ ├── LoadGameState.h
│ ├── MainMenuState.cpp
│ ├── MainMenuState.h
│ ├── ModConfirmExtendedState.cpp
│ ├── ModConfirmExtendedState.h
│ ├── ModListState.cpp
│ ├── ModListState.h
│ ├── NewBattleState.cpp
│ ├── NewBattleState.h
│ ├── NewGameState.cpp
│ ├── NewGameState.h
│ ├── NotesState.cpp
│ ├── NotesState.h
│ ├── OptionsAdvancedState.cpp
│ ├── OptionsAdvancedState.h
│ ├── OptionsAudioState.cpp
│ ├── OptionsAudioState.h
│ ├── OptionsBaseState.cpp
│ ├── OptionsBaseState.h
│ ├── OptionsBattlescapeState.cpp
│ ├── OptionsBattlescapeState.h
│ ├── OptionsConfirmState.cpp
│ ├── OptionsConfirmState.h
│ ├── OptionsControlsState.cpp
│ ├── OptionsControlsState.h
│ ├── OptionsDefaultsState.cpp
│ ├── OptionsDefaultsState.h
│ ├── OptionsFoldersState.cpp
│ ├── OptionsFoldersState.h
│ ├── OptionsGeoscapeState.cpp
│ ├── OptionsGeoscapeState.h
│ ├── OptionsNoAudioState.cpp
│ ├── OptionsNoAudioState.h
│ ├── OptionsVideoState.cpp
│ ├── OptionsVideoState.h
│ ├── PauseState.cpp
│ ├── PauseState.h
│ ├── SaveGameState.cpp
│ ├── SaveGameState.h
│ ├── SetWindowedRootState.cpp
│ ├── SetWindowedRootState.h
│ ├── SlideshowState.cpp
│ ├── SlideshowState.h
│ ├── StartState.cpp
│ ├── StartState.h
│ ├── StatisticsState.cpp
│ ├── StatisticsState.h
│ ├── TestPaletteState.cpp
│ ├── TestPaletteState.h
│ ├── TestState.cpp
│ ├── TestState.h
│ ├── VideoState.cpp
│ └── VideoState.h
├── Mod/
│ ├── AlienDeployment.cpp
│ ├── AlienDeployment.h
│ ├── AlienRace.cpp
│ ├── AlienRace.h
│ ├── Armor.cpp
│ ├── Armor.h
│ ├── ArticleDefinition.cpp
│ ├── ArticleDefinition.h
│ ├── City.cpp
│ ├── City.h
│ ├── CustomPalettes.cpp
│ ├── CustomPalettes.h
│ ├── ExtraSounds.cpp
│ ├── ExtraSounds.h
│ ├── ExtraSprites.cpp
│ ├── ExtraSprites.h
│ ├── ExtraStrings.cpp
│ ├── ExtraStrings.h
│ ├── LoadYaml.h
│ ├── MCDPatch.cpp
│ ├── MCDPatch.h
│ ├── MapBlock.cpp
│ ├── MapBlock.h
│ ├── MapData.cpp
│ ├── MapData.h
│ ├── MapDataSet.cpp
│ ├── MapDataSet.h
│ ├── MapScript.cpp
│ ├── MapScript.h
│ ├── Mod.cpp
│ ├── Mod.h
│ ├── ModScript.h
│ ├── Polygon.cpp
│ ├── Polygon.h
│ ├── Polyline.cpp
│ ├── Polyline.h
│ ├── RuleAlienMission.cpp
│ ├── RuleAlienMission.h
│ ├── RuleArcScript.cpp
│ ├── RuleArcScript.h
│ ├── RuleBaseFacility.cpp
│ ├── RuleBaseFacility.h
│ ├── RuleBaseFacilityFunctions.h
│ ├── RuleCommendations.cpp
│ ├── RuleCommendations.h
│ ├── RuleConverter.cpp
│ ├── RuleConverter.h
│ ├── RuleCountry.cpp
│ ├── RuleCountry.h
│ ├── RuleCraft.cpp
│ ├── RuleCraft.h
│ ├── RuleCraftWeapon.cpp
│ ├── RuleCraftWeapon.h
│ ├── RuleDamageType.cpp
│ ├── RuleDamageType.h
│ ├── RuleEnviroEffects.cpp
│ ├── RuleEnviroEffects.h
│ ├── RuleEvent.cpp
│ ├── RuleEvent.h
│ ├── RuleEventScript.cpp
│ ├── RuleEventScript.h
│ ├── RuleGlobe.cpp
│ ├── RuleGlobe.h
│ ├── RuleInterface.cpp
│ ├── RuleInterface.h
│ ├── RuleInventory.cpp
│ ├── RuleInventory.h
│ ├── RuleItem.cpp
│ ├── RuleItem.h
│ ├── RuleItemCategory.cpp
│ ├── RuleItemCategory.h
│ ├── RuleManufacture.cpp
│ ├── RuleManufacture.h
│ ├── RuleManufactureShortcut.cpp
│ ├── RuleManufactureShortcut.h
│ ├── RuleMissionScript.cpp
│ ├── RuleMissionScript.h
│ ├── RuleMusic.cpp
│ ├── RuleMusic.h
│ ├── RuleRegion.cpp
│ ├── RuleRegion.h
│ ├── RuleResearch.cpp
│ ├── RuleResearch.h
│ ├── RuleSkill.cpp
│ ├── RuleSkill.h
│ ├── RuleSoldier.cpp
│ ├── RuleSoldier.h
│ ├── RuleSoldierBonus.cpp
│ ├── RuleSoldierBonus.h
│ ├── RuleSoldierTransformation.cpp
│ ├── RuleSoldierTransformation.h
│ ├── RuleStartingCondition.cpp
│ ├── RuleStartingCondition.h
│ ├── RuleStatBonus.cpp
│ ├── RuleStatBonus.h
│ ├── RuleTerrain.cpp
│ ├── RuleTerrain.h
│ ├── RuleUfo.cpp
│ ├── RuleUfo.h
│ ├── RuleVideo.cpp
│ ├── RuleVideo.h
│ ├── RuleWeaponSet.cpp
│ ├── RuleWeaponSet.h
│ ├── SoldierNamePool.cpp
│ ├── SoldierNamePool.h
│ ├── SoundDefinition.cpp
│ ├── SoundDefinition.h
│ ├── StatString.cpp
│ ├── StatString.h
│ ├── StatStringCondition.cpp
│ ├── StatStringCondition.h
│ ├── Texture.cpp
│ ├── Texture.h
│ ├── UfoTrajectory.cpp
│ ├── UfoTrajectory.h
│ ├── Unit.cpp
│ └── Unit.h
├── OpenXcom.2010.sln
├── OpenXcom.2010.vcxproj
├── OpenXcom.2010.vcxproj.filters
├── OpenXcom.rc
├── OpenXcom.s
├── Savegame/
│ ├── AlienBase.cpp
│ ├── AlienBase.h
│ ├── AlienMission.cpp
│ ├── AlienMission.h
│ ├── AlienStrategy.cpp
│ ├── AlienStrategy.h
│ ├── Base.cpp
│ ├── Base.h
│ ├── BaseFacility.cpp
│ ├── BaseFacility.h
│ ├── BattleItem.cpp
│ ├── BattleItem.h
│ ├── BattleUnit.cpp
│ ├── BattleUnit.h
│ ├── BattleUnitStatistics.h
│ ├── Country.cpp
│ ├── Country.h
│ ├── Craft.cpp
│ ├── Craft.h
│ ├── CraftWeapon.cpp
│ ├── CraftWeapon.h
│ ├── CraftWeaponProjectile.cpp
│ ├── CraftWeaponProjectile.h
│ ├── EquipmentLayoutItem.cpp
│ ├── EquipmentLayoutItem.h
│ ├── GameTime.cpp
│ ├── GameTime.h
│ ├── GeoscapeEvent.cpp
│ ├── GeoscapeEvent.h
│ ├── HitLog.cpp
│ ├── HitLog.h
│ ├── ItemContainer.cpp
│ ├── ItemContainer.h
│ ├── MissionSite.cpp
│ ├── MissionSite.h
│ ├── MissionStatistics.h
│ ├── MovingTarget.cpp
│ ├── MovingTarget.h
│ ├── Node.cpp
│ ├── Node.h
│ ├── Production.cpp
│ ├── Production.h
│ ├── RankCount.cpp
│ ├── RankCount.h
│ ├── Region.cpp
│ ├── Region.h
│ ├── ResearchDiary.h
│ ├── ResearchProject.cpp
│ ├── ResearchProject.h
│ ├── SaveConverter.cpp
│ ├── SaveConverter.h
│ ├── SavedBattleGame.cpp
│ ├── SavedBattleGame.h
│ ├── SavedGame.cpp
│ ├── SavedGame.h
│ ├── SerializationHelper.cpp
│ ├── SerializationHelper.h
│ ├── Soldier.cpp
│ ├── Soldier.h
│ ├── SoldierAvatar.cpp
│ ├── SoldierAvatar.h
│ ├── SoldierDeath.cpp
│ ├── SoldierDeath.h
│ ├── SoldierDiary.cpp
│ ├── SoldierDiary.h
│ ├── Target.cpp
│ ├── Target.h
│ ├── Tile.cpp
│ ├── Tile.h
│ ├── Transfer.cpp
│ ├── Transfer.h
│ ├── Ufo.cpp
│ ├── Ufo.h
│ ├── Vehicle.cpp
│ ├── Vehicle.h
│ ├── Waypoint.cpp
│ ├── Waypoint.h
│ ├── WeightedOptions.cpp
│ └── WeightedOptions.h
├── Ufopaedia/
│ ├── ArticleState.cpp
│ ├── ArticleState.h
│ ├── ArticleStateArmor.cpp
│ ├── ArticleStateArmor.h
│ ├── ArticleStateBaseFacility.cpp
│ ├── ArticleStateBaseFacility.h
│ ├── ArticleStateCraft.cpp
│ ├── ArticleStateCraft.h
│ ├── ArticleStateCraftWeapon.cpp
│ ├── ArticleStateCraftWeapon.h
│ ├── ArticleStateItem.cpp
│ ├── ArticleStateItem.h
│ ├── ArticleStateSoldier.cpp
│ ├── ArticleStateSoldier.h
│ ├── ArticleStateTFTD.cpp
│ ├── ArticleStateTFTD.h
│ ├── ArticleStateTFTDArmor.cpp
│ ├── ArticleStateTFTDArmor.h
│ ├── ArticleStateTFTDCraft.cpp
│ ├── ArticleStateTFTDCraft.h
│ ├── ArticleStateTFTDCraftWeapon.cpp
│ ├── ArticleStateTFTDCraftWeapon.h
│ ├── ArticleStateTFTDFacility.cpp
│ ├── ArticleStateTFTDFacility.h
│ ├── ArticleStateTFTDItem.cpp
│ ├── ArticleStateTFTDItem.h
│ ├── ArticleStateTFTDUso.cpp
│ ├── ArticleStateTFTDUso.h
│ ├── ArticleStateTFTDVehicle.cpp
│ ├── ArticleStateTFTDVehicle.h
│ ├── ArticleStateText.cpp
│ ├── ArticleStateText.h
│ ├── ArticleStateTextImage.cpp
│ ├── ArticleStateTextImage.h
│ ├── ArticleStateUfo.cpp
│ ├── ArticleStateUfo.h
│ ├── ArticleStateUnit.cpp
│ ├── ArticleStateUnit.h
│ ├── ArticleStateVehicle.cpp
│ ├── ArticleStateVehicle.h
│ ├── StatsForNerdsState.cpp
│ ├── StatsForNerdsState.h
│ ├── Ufopaedia.cpp
│ ├── Ufopaedia.h
│ ├── UfopaediaSelectState.cpp
│ ├── UfopaediaSelectState.h
│ ├── UfopaediaStartState.cpp
│ └── UfopaediaStartState.h
├── apple/
│ ├── SDLMain.h
│ └── SDLMain.m
├── fallthrough.h
├── fmath.h
├── git_version.h.in
├── lodepng.cpp
├── lodepng.h
├── main.cpp
├── md5.cpp
├── md5.h
├── resource.h
├── ryml.natvis
└── version.h
================================================
FILE CONTENTS
================================================
================================================
FILE: .astylerc
================================================
style=allman
indent=tab
pad-oper
pad-header
unpad-paren
align-pointer=name
mode=c
================================================
FILE: .clang-format
================================================
{
BasedOnStyle: LLVM,
Standard: c++03,
ColumnLimit: 0,
UseTab: ForContinuationAndIndentation,
IndentWidth: 4,
TabWidth: 4,
BreakBeforeBraces: Allman,
FixNamespaceComments: false,
PointerAlignment: Left,
# EmptyLineAfterAccessModifier: Never,
}
================================================
FILE: .editorconfig
================================================
root = true
[*]
; Broken in Visual Studio
;charset = utf-8
trim_trailing_whitespace = true
vc_generate_documentation_comments = doxygen_slash_star
[*.{yml,rul}]
indent_style = space
indent_size = 2
[*.{c,cpp,h,hpp}]
indent_style = tab
indent_brace_style = Allman
insert_final_newline = true
[Makefile]
indent_style = tab
[CMakeLists.txt]
indent_style = space
indent_size = 2
================================================
FILE: .gitattributes
================================================
# Set the default behavior, in case people don't have core.autocrlf set.
* text=auto
# Explicitly declare text files you want to always be normalized and converted
# to native line endings on checkout.
*.cpp text
*.h text
*.rc text
# Declare files that will always have CRLF line endings on checkout.
*.sln text eol=crlf
*.vcxproj* text eol=crlf
# Denote all files that are truly binary and should not be modified.
*.png binary
*.gif binary
================================================
FILE: .github/issue_template.md
================================================
================================================
FILE: .github/pull_request_template.md
================================================
================================================
FILE: .github/workflows/nightly.test
================================================
name: Nightly
on:
push:
branches:
- test
workflow_dispatch:
jobs:
windows:
name: Windows
runs-on: windows-latest
steps:
- name: Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Setup environment
shell: bash
run: |
echo "DATEFILE=`git log -1 --date=format:\"%Y_%m_%d_%H%M\" --format=\"%ad\"`" >> $GITHUB_ENV
echo "DATEVERSION=`git log -1 --date=format:\"%Y-%m-%d %H:%M\" --format=\"%ad\"`" >> $GITHUB_ENV
- name: Setup version info
shell: bash
run: |
sed -i "s/GAME_VERSION_GIT \"[^\"]*\"/GAME_VERSION_GIT \" git ${{ env.DATEVERSION }}\"/" install/win/version.nsh
sed -i "s/GAME_DATE_GIT \"[^\"]*\"/GAME_DATE_GIT \"${{ env.DATEFILE }}\"/" install/win/version.nsh
sed -i "s/OPENXCOM_VERSION_GIT \"[^\"]*\"/OPENXCOM_VERSION_GIT \" git ${{ env.DATEVERSION }}\"/" src/version.h
echo "FILENAME=oxce_git_${{ env.DATEFILE }}" >> $GITHUB_ENV
- name: Install XP Toolset
shell: powershell
run: |
Set-Location "C:\Program Files (x86)\Microsoft Visual Studio\Installer\"
$InstallPath = "C:\Program Files\Microsoft Visual Studio\2022\Enterprise"
$WorkLoads = '--add Microsoft.VisualStudio.Component.WinXP'
$Arguments = ('/c', "vs_installer.exe", 'modify', '--installPath', "`"$InstallPath`"", $WorkLoads, '--quiet', '--norestart', '--nocache')
$process = Start-Process -FilePath cmd.exe -ArgumentList $Arguments -Wait -PassThru -WindowStyle Hidden
if ($process.ExitCode -eq 0) {
Write-Host "components have been successfully added"
} else {
Write-Host "components were not installed"
}
- name: Add msbuild to PATH
uses: microsoft/setup-msbuild@v2
- name: Compile source (x86 only)
env:
VC_FLAGS: /v:minimal /m /p:BuildInParallel=true /p:PreferredToolArchitecture=x64 /p:Configuration=Release_XP
run: |
cd src
msbuild OpenXcom.2010.sln ${{ env.VC_FLAGS }} /p:Platform=Win32
cd ..
Rename-Item -Path "bin\Win32\Release_XP" -NewName "Release"
- name: Create nightly ZIP (x86 only)
shell: powershell
run: |
New-Item -ItemType "directory" -Path "artifacts"
Compress-Archive -Path "bin\Win32\Release\OpenXcom.exe", "bin\Win32\*.dll", "bin\common", "bin\standard", "bin\TFTD", "bin\UFO", "LICENSE.txt" -DestinationPath "artifacts\${{ env.FILENAME }}_win32_xp.zip"
- name: Get SHA hashes
uses: nrwl/nx-set-shas@v4
with:
main-branch-name: test
- name: Generate build log
run: |
git log --pretty=format:"%an, %ad%n%B" -n 10 --date=iso-local ${{ env.NX_BASE }}..${{ env.NX_HEAD }} > artifacts\${{ env.FILENAME }}.log
- name: Archive artifacts
uses: actions/upload-artifact@v4
with:
name: ${{ env.FILENAME }}_windows
path: artifacts/*
linux:
name: Linux
runs-on: ubuntu-22.04
steps:
- name: Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Setup environment
run: |
echo "DATEFILE=`git log -1 --date=format:\"%Y_%m_%d_%H%M\" --format=\"%ad\"`" >> $GITHUB_ENV
echo "DATEVERSION=`git log -1 --date=format:\"%Y-%m-%d %H:%M\" --format=\"%ad\"`" >> $GITHUB_ENV
echo "CMAKE_BUILD_PARALLEL_LEVEL=`getconf _NPROCESSORS_ONLN 2>/dev/null || getconf NPROCESSORS_ONLN 2>/dev/null || echo 2`" >> $GITHUB_ENV
- name: Setup version info
run: |
sed -i "s/OPENXCOM_VERSION_GIT \"[^\"]*\"/OPENXCOM_VERSION_GIT \" git ${{ env.DATEVERSION }}\"/" src/version.h
echo "FILENAME=oxce_git_${{ env.DATEFILE }}" >> $GITHUB_ENV
- name: Install packages
run: |
sudo apt-get update
sudo apt-get -yq --no-install-suggests --no-install-recommends install appstream libfuse2 libsdl1.2-dev libsdl-mixer1.2-dev libsdl-image1.2-dev libsdl-gfx1.2-dev
- name: Install LinuxDeploy
uses: miurahr/install-linuxdeploy-action@v1
with:
plugins: appimage
- name: Compile source code
run: |
cmake . -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=/usr
make -j$(nproc)
make install DESTDIR=AppDir
- name: Generate AppImage
run: |
rm -rf AppDir/usr/share/openxcom/UFO
rm -rf AppDir/usr/share/openxcom/TFTD
linuxdeploy-x86_64.AppImage --appdir AppDir --output appimage
mkdir artifacts
mv OpenXcom-x86_64.AppImage artifacts/${{ env.FILENAME }}-x86_64.AppImage
- name: Get SHA hashes
uses: nrwl/nx-set-shas@v4
with:
main-branch-name: test
- name: Generate build log
run: |
git log --pretty=format:"%an, %ad%n%B" -n 10 --date=iso-local ${{ env.NX_BASE }}..${{ env.NX_HEAD }} > artifacts/${{ env.FILENAME }}.log
- name: Create .tar.gz archive
run: tar -czvf ${{ env.FILENAME }}_linux.tar.gz -C artifacts .
- name: Archive artifacts
uses: actions/upload-artifact@v4
with:
name: ${{ env.FILENAME }}_linux.tar.gz
path: ${{ env.FILENAME }}_linux.tar.gz
macos:
name: macOS
runs-on: macos-latest
steps:
- name: Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Setup environment
run: |
echo "DATEFILE=`git log -1 --date=format:\"%Y_%m_%d_%H%M\" --format=\"%ad\"`" >> $GITHUB_ENV
echo "DATEVERSION=`git log -1 --date=format:\"%Y-%m-%d %H:%M\" --format=\"%ad\"`" >> $GITHUB_ENV
echo "CMAKE_BUILD_PARALLEL_LEVEL=`getconf _NPROCESSORS_ONLN 2>/dev/null || getconf NPROCESSORS_ONLN 2>/dev/null || echo 2`" >> $GITHUB_ENV
- name: Setup version info
run: |
sed -i '' "s|OPENXCOM_VERSION_GIT \"[^\"]*\"|OPENXCOM_VERSION_GIT \" git ${{ env.DATEVERSION }}\"|" src/version.h
echo "FILENAME=oxce_git_${{ env.DATEFILE }}" >> $GITHUB_ENV
- name: Install libraries (macOS)
uses: melusina-org/setup-macports@v1
id: macports
with:
parameters: scripts/macports-config.yml
- name: Compile source code
run: |
CMAKE_EXTRA_ARGS=(-DCMAKE_OSX_ARCHITECTURES="arm64;x86_64")
if [ -d /opt/local/share/doc/sdl12-compat ]
then
echo "SDL12-compat detected, linking SDL2 as well"
CMAKE_EXTRA_ARGS+=("-DEXTRA_XCOM_LIBS=/opt/local/lib/libSDL2.dylib")
fi
cmake . -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH=/opt/local -G Ninja -B build "${CMAKE_EXTRA_ARGS[@]}"
cmake --build build
- name: Create an archive with .app in it
run: |
mkdir artifacts
ditto -c -k --sequesterRsrc --keepParent build/openxcom.app artifacts/${{ env.FILENAME }}_mac.zip
- name: Get SHA hashes
uses: nrwl/nx-set-shas@v4
with:
main-branch-name: test
- name: Generate build log
run: |
git log --pretty=format:"%an, %ad%n%B" -n 10 --date=iso-local ${{ env.NX_BASE }}..${{ env.NX_HEAD }} > artifacts/${{ env.FILENAME }}.log
- name: Archive artifacts
uses: actions/upload-artifact@v4
with:
name: ${{ env.FILENAME }}_macos
path: artifacts/*
================================================
FILE: .gitignore
================================================
# autotools
aclocal.m4
m4/pkg.m4
missing
install-sh
config.status
config.guess
config.sub
configure
Makefile
Makefile.in
depcomp
compile
.deps/
*.tar.gz
*.tar.xz
openxcom
.dirstamp
# Doxygen autogenerated conf
docs/Doxyfile
# basics
*.o
.DS_Store
Thumbs.db
#Ignore files built by Visual Studio
*.obj
*.exe
*.exp
*.pdb
*.dll
*.*.*.user
*.aps
*.pch
*.vspscc
*_i.c
*_p.c
*.ncb
*.suo
*.tlb
*.tlh
*.bak
*.cache
*.ilk
*.log
*.tlog
*.zip
[Dd]ebug/
*.lib
*.sbr
[Rr]elease*/
[Tt]est[Rr]esults/
_UpgradeReport_Files/
_ReSharper.*/
*.ipch
[Ii]pch*/
*.aps
*.svl*
*.mvf
*.*sdf
*.idc
*.tmp
*.dgml
.vs/
*.VC.*
#OpenXcom stuff (no ending slashes for dirs so symlinks can be ignored as well as real dirs)
bin/UFO
bin/TFTD
docs/html/
build/
Dependencies/
translations/
*.*.user
!install/win/plugins/**/*.dll
#Ignore Vim swap files
*.swp
#Ignore build config used by Vim plugins for completition
compile_commands.json
#Ignore NetBeans project directory
nbproject/
/makefile
src/OpenXcom.2010.VC.opendb
bin/Win32/user*
bin/user
/.kdev4/
/*.kdev4
================================================
FILE: .tx/config
================================================
[main]
host = https://www.transifex.com
lang_map = en_US: en-US, en_GB: en-GB, es_419: es-419, fr_CA: fr-CA, zh_CN: zh-CN, ca_ES: ca-ES, es_ES: es-ES, pt_BR: pt-BR, pt_PT: pt-PT, zh_TW: zh-TW
minimum_perc = 10
[o:openxcom:p:openxcom-extended:r:android]
file_filter = translations/openxcom-extended/common/Language/Android/.yml
source_file = bin/common/Language/Android/en_US.yml
source_lang = en_US
type = YML
[o:openxcom:p:openxcom-extended:r:common]
file_filter = translations/openxcom-extended/common/Language/OXCE/.yml
source_file = bin/common/Language/OXCE/en_US.yml
source_lang = en_US
type = YML
[o:openxcom:p:openxcom-extended:r:technical]
file_filter = translations/openxcom-extended/common/Language/Technical/.yml
source_file = bin/common/Language/Technical/en_US.yml
source_lang = en_US
type = YML
[o:openxcom:p:openxcom-extended:r:x-com-1]
file_filter = translations/openxcom-extended/standard/xcom1/Language/OXCE/.yml
source_file = bin/standard/xcom1/Language/OXCE/en_US.yml
source_lang = en_US
type = YML
[o:openxcom:p:openxcom-extended:r:x-com-2]
file_filter = translations/openxcom-extended/standard/xcom2/Language/OXCE/.yml
source_file = bin/standard/xcom2/Language/OXCE/en_US.yml
source_lang = en_US
type = YML
[o:openxcom:p:openxcom:r:installer]
file_filter = translations/openxcom/install/win/Language/.yml
source_file = bin/install/win/Language/en_US.yml
source_lang = en_US
type = YML
[o:openxcom:p:openxcom:r:openxcom]
file_filter = translations/openxcom/common/Language/.yml
source_file = bin/common/Language/en_US.yml
source_lang = en_US
type = YML
[o:openxcom:p:openxcom:r:x-com-1]
file_filter = translations/openxcom/standard/xcom1/Language/.yml
source_file = bin/standard/xcom1/Language/en_US.yml
source_lang = en_US
type = YML
[o:openxcom:p:openxcom:r:x-com-2]
file_filter = translations/openxcom/standard/xcom2/Language/.yml
source_file = bin/standard/xcom2/Language/en_US.yml
source_lang = en_US
type = YML
================================================
FILE: CHANGELOG.txt
================================================
Version 1.0 (13-06-2014)
-------------------------
New features:
General:
- Rudimentary mod support has been added to the ruleset loading, including:
-- Modular ruleset support.
-- The ability to define extra strings, sounds and sprites.
-- The starting date can now be set in the ruleset.
-- Soldier stat caps are now acquired from the ruleset.
-- Added support for custom images in the UFO craft preview window.
-- Implemented a list weight value for items, which determines where they appear in ingame lists.
-- Allow for resizing of UI surfaces through rulesets.
-- Allow for weapons to change max range, autoshots, blast radius, strength modifier, melee attack, dropoff, LOS, bullet speed, etc.
-- Allow for armors to change unit stats.
-- Allow for setting producedItems for manufacture.
-- Allow for negative costs.
-- Rulesets will now internally number themselves and offset IDs by 1000 to avoid conflicts intelligently.
- Begun development on loading TFTD content, specifically .BDY files.
- Various translation updates, including new languages: Dutch, Finnish, Greek, Norweigan, Portuguese (BR), Slovak, Swedish, Turkish.
- Localized installer in multiple languages.
- Updated soldier names: Italian, Belgian, Congolese, Dutch, Greek, French, Kenyan, Korean, Indian, Polynesian, Slovakian.
- New Battle will now load available terrains from the ruleset instead of having them hardcoded.
- New Battle now allows unlimited items to be assigned to the craft.
- Implemented weighting for which soldier look is chosen by which origin. This should decrease the likelihood of races not matching names to realistic levels.
- Screen is now centered on higher base resolutions.
- Mouse capture option added, as well as key shortcut.
- New language format, system language auto-detected on first start.
- Complete overhaul of pause menu, now totally consistent between geoscape/battlescape.
- Options can be changed mid-game.
- Saved Games will now indicate the system save time, in-game date and time, and if appropriate, turn number.
- Saved Games can now be sorted by creation date or name.
- Combo Box and Slider functionality added.
- Scroll bars added to text lists.
- Options menu completely overhauled.
-- Most hidden options now available on the menu.
-- All options have in-game descriptions.
-- UI volume now adjustable.
-- Audio format adjustable.
-- New display options: Borderless, Resizable, Letterboxing.
-- Internal game resolution may be adjusted for battlescape and geoscape separately.
-- All kinds of in-game timings are now adjustable, so you can make it run like your old 286, or pentium.
-- Mods can now be activated from in-game, and don't require a restart.
-- Many more advanced options added, most of which were previously omitted for requiring a restart.
-- Many UFOextender and XComUtil options added (either as advanced options or individual mods).
-- Mousewheel scroll speed is now configurable.
-- FPS limiter added.
- New Battle menu completely overhauled.
- Support for old or modded savedgames improved, including warnings about potential incompatibilities.
- Multiline support added for textlists.
- Improved text input.
- Support added for multiple data folders.
- Dedicated auto-save and quick-save slots added.
- Added ironman mode.
- New loading screen with better error handling.
- Adlib music emulation added, MIDI playback is no longer required.
Geoscape:
- Automatically end dogfights if the UFO outpaces the fighter and the window is minimised.
- When areas don't have mission data set, they will now fall back to data for an area that does.
- Psionic training at any time option added: allows adding/removing soldiers from psionic training at your discretion rather than on a monthly basis, and updates their progress daily.*
- Fields added to craft rulesets for further moddability.
- Added "Sack" button to soldier info screen.
- Added inventory screen to craft equip screen.
- Added estimates for craft repair/refuel/rearm times.
- Alien Containment management screen added.
- Soldier Memorial screen added to keep track of Xcom casualties.
- Hotkeys for base selection added.
- Last selected base now preserved on closing base window.
- Fixed craft renaming not working.
- Fixed HWPs not reloading when new ammo arrived.
- Added Prev/Next key shortcuts to Basescape soldier info.
- Aircraft flight path line indicators added.
- Storage limit enforcement option added, complete with "overflowed item" management screen.*
- Drag scroll added.
- Melee accuracy now shown on soldier stat screens.
- Manufacture auto sale button added to manufacture screen.
- Infinite quantity added to manufacture screen.
- Background now filled out in higher base resolutions.
- Added various Go To Base shortcuts in Geoscape popups.
- Added right-click on craft in Intercept screen to center on it.
- Added right-click on soldier in Craft screen to show their stats.
- Ufopaedia now shows armor damage and stat modifiers.
- New Advanced-Option: View soldier's Psi-Strength after the appropriate research has been completed.*
Battlescape:
- Inventory: Ctrl-click an item to attempt to swap it between the ground and your soldier's inventory.
- Inventory: Added ability to define paper dolls for non-player units.
- Alt-click can now be used as an alternative to right-clicking.
- Various soldier weapon display changes:
-- When using two two-handed weapons, display the one currently in use.
-- Display soldier hands in front of rifles.
-- If holding a pistol and a two-handed weapon, display both while firing.
- Factored height into the throwing calculation.
- Plasma tanks and sectopods now play the correct firing sounds.
- Item stacking implemented: Functionally identical items will appear in the same place on the ground with a number displayed over them, if there are a large stack of similar items.
- 2012 item recovery option added: only captured aliens drop intact weapons.*
- Path preview option updated: displays yellow when you can move to a spot but are unable to perform auto shot (or the type of shot you have on reserve) with your remaining TUs.
- Path preview option updated: can now be set to show arrows, remaining TUs, or both.*
- Units will no longer poke their heads through floors above them when standing on tall objects.
- AI almost completely re-written from scratch, should more closely resemble vanilla.
- Painkillers from the medikit now work.
- Tooltips added for all buttons.
- Number of Auto-shots is now a definable attribute of a weapon.
- Warning messages added when handling live grenades.
- Weapons can be defined to charge a "flat rate" rather than a percentage of TUs.
- Reaction fire mechanics completely re-written to replicate vanilla.
- Stats added to Armor, allowing it to enhance (or hinder) a soldier's abilities.
- Map draw functions hugely optimized, game is now playable on Android.
- Buttons for Reserve for Kneel and Zero Time Units added.
- Debug feature to kill all aliens added. (Ctrl+K)
- Auto-Equipment function rewritten to mimic vanilla, and an option added to completely disable auto-assignment.
- Accuracy model completely rewritten to replicate vanilla as closely as possible.
- Range based accuracy removed - UFO Extender accuracy added.
- Throw formula modified to mimic vanilla behaviour, with arc angle being a factor of weight, strength and distance.
- Items in Base storage are now randomly distributed on the floors of storage facility maps.
- Explosives will deal directional damage to units outside the "ground zero" radius.
- Aliens will now target and destroy "essential" objects in base modules, possibly leading to their destruction.
- When using a medi-kit, any injured body part will be selected by default.
- Sprites added for mind controlled terror unit weapons.
- Shotgun behaviour added for modded weapons.
- Deployment data for crafts added, allows for fine-tuned placement of units.
- New sprites added for alien weapons, courtesy of Arne.
- TFTD damage formula added.*
- Melee Aliens will now hit you with their strength rather than a static value.
- Notification added for disarming grenades pre-battle.
- Smooth bullet camera mode, follows the bullet as it moves rather than jumping the camera around.*
- Confirm fire mode, requires a second click to confirm a fire order.*
- Melee skill now included in hit calculations.
- More meaningful errors added to inventory screen.
* These features are disabled by default but can be enabled in the advanced options menu or by editing your configuration file.
Bugfixes:
General:
- Fixed "classic mouse behaviour" and made it the default. (You should now be able to hold down the left mouse button and drag it down a list, incrementing several items)
- Various Linux and OSX-related fixes.
- Renamable fields no longer accept blank strings. (ie. no more bases, interceptors, or soldiers named "")
- Can now set the config folder via command line switch (-user)
- Fixed loading data from multiple folders.
- Extra sprites fixed for OSX.
- Game icon now correctly displayed in game window on all operating systems.
- Palette system overhauled to prevent windows changing colours incorrectly.
- Fixed various bugs with Unicode handling in paths and strings.
- Fixed various UI bugs on tablets.
Geoscape:
- X-Com now correctly pays their first month's rent and maintenance in advance.
- To avoid lawsuits, sacked soldiers no longer take their armour with them.
- Crashed and landed UFOs no longer display a heading, even if that information is available.
- If a base is lost and a craft from that base is following a UFO but running low on fuel, do not prompt the player to return the craft to the lost base.
- Fighters no longer get quicker shots due to a bug that made them move in and out of their maximum weapon range when changing behaviours rapidly.
- UFOs should no longer escape dogfights too quickly.
- When the game starts, play the "GMGEO1" music track, instead of choosing randomly.
- When only one item remains to research and is added to the active projects, properly clear it from the "new projects" menu.
- Research now consumes items only as appropriate.
- Landed/Crashed UFOs will no longer try to detect X-Com bases.
- Graphs screen scale corrected.
- UFO flight-paths fixed to use correct areas for waypoint selection. Flight paths should now mimic vanilla (as much as something that's random can)
- Crafts teleporting when over poles corrected.
- Rare music bug in base defences fixed.
- Fix for soldiers in transfer not being counted when handing out promotions.
- Fix the council congratulating XCom on a job well done as they cancel the project.
- Downed UFOs will use appropriate behaviour after XCom dusts off.
- Alien mission timers fixed.
Battlescape:
- Fixes to various UFOpaedia articles.
- Loading saved games now correctly preserves the difficulty adjustments to alien stats.
- Prime grenade buttons over 10 now work.
- Alien soldiers now reserve less TUs for reaction fire, and commanders reserve more.
- Stop turning when a new enemy is spotted, but ensure units will always face their targets when shooting.
- Re-wrote the reaction fire code to implement fixes and changes, including:
-- Better handling of reaction fire against the last alien in the battle.
-- Reaction shots should only be snap shots, not auto.
-- Firing will trigger a reaction check.
-- Hitting an alien with a non-melee weapon will cause it to face you.
-- When two units spot each other at the same time, no reaction fire will occur.
- Adjusted various distance thresholds to compensate for the original game's attempt to approximate bresenham algorithms.
- Explosions now correctly cause fire.
- Fixed strafing through doors.
- Fixed the order of events in the battlescape loop.
- Fixed a bug causing some tiles to inappropriately act transparent.
- Aliens have night vision again, as per the original game, spotting soldiers within 20 tiles regardless of light.
- XCOM soldiers should now always spot aliens within 18 tiles, regardless of light, and 20 tiles in good light.
- Inventory: Allow scrolling of items on the ground when only two tiles of empty space remain, instead of just one.
- When ending a turn, the game will now close doors before setting off explosions.
- When returning a mind controlled alien to alien control, return their lighting to normal.
- Corrected how gravity applies to Reapers.
- Check tiles above explosions for whether items or units need to fall.
- Fixed silacoid attack ability, and made them immune to fire, so that they don't roast themselves.
- Fixed some celatid sprites.
- Stop displaying the PSI button after a psi-capable unit dies.
- Clear waypoints and top displaying the LAUNCH button if the turn is ended while setting waypoints for the blaster launcher.
- Fixed a crash on loading the battlescape.
- Fixed line of sight errors for certain walls.
- Fixed a crash bug relating to automatically ending battles.
- Tank inventories will no longer open during the Cydonia phase two transition.
- Properly reset the turn counter for phase two of Cydonia.
- Improved attribution of grenade kills.
- Fixed issues with shooting blaster bombs directly into walls not damaging nearby units.
- Fixed a bug that caused run mode to "stick" after pressing Control while the Strafe setting option was enabled.
- Fixed a bug that caused grenades primed above "0" to still instantly explode when Instant Grenades option was enabled.
- Weapons that aren't armour piercing now also cause minor stun damage.
- When aborting a mission, mind controlled aliens no longer count as friendly units for scoring purposes.
- Soldiers now panic in a way that's more consistent with the original game.
- All buttons disabled while projectiles are in-flight to disable cheating.
- Fixed TU costs for some alien weapons. (Some alien melee attacks should have flat costs instead of a percentage of TUs)
- Instant grenade behaviour fixed.
- Clip recovery fixed.
- Grenades no longer cause crashes when used to kill the final enemy.
- Visibility in smoke corrected.
- Turning to walk and being interrupted (by spotting a unit) now properly costs TUs.
- Melee and Medikits now use the same algorithm, and obey stairs properly.
- Units with built-in weapons no longer drop them when falling unconscious.
- Fixed various issues regarding "tanks only" deployment to mission sites.
- Revived units will no longer have their full TUs.
- Units can no longer be saved from zombification by reloading.
- Chryssalid screaming behaviour fixed.
- Broken alien base map modules removed from ruleset.
- Alien equipment random distribution re-aligned with vanilla.
- Aliens will no longer prime grenades unless they have already thrown it.
- Explosions now play the full animation instead of starting half way through.
- Lots of bugs regarding flying in power armor and kneeling fixed.
- Unconscious units being carried into the exit zone will now be properly accounted for.
- Accuracy formula corrected.
- Camera movements now follow vanilla formula.
- Pathfinding preview altered and fixed in many ways.
-- Now updates appropriately according to reserve setting.
-- No longer thinks that paths moving vertically wipe out all remaining TUs.
- Energy recovery now in-line with vanilla formula.
- Mouse Position (relative to screen) now preserved while drag-scrolling.
- Z-axis scrolling corrected.
- Large unit rendering fixed to no longer be drawn through walls.
- Sprite drawing routines revised.
Version 0.9 (07-05-2013)
-------------------------
New features:
General:
- Intro cinematic.
- Game can now be completed, game over screens for winning and losing.
- Randomizer for "New Battle" mode.
- Your settings in "New Battle" mode will be saved for next time you play.
- New translations: Ukrainian, Bulgarian, Portuguese (Portugal), Spanish (Latin American), Danish.
- New soldier names: Italian, Hungarian.
- Aliens progress their equipment levels, races and aggression over time.
- Added "Alien Weapon Level" button in New Battle menu.
- Added "Right Click to Delete" function in save/load menus.
- Added various display filters to the game, including HQX and various OpenGL shaders.*
- The game can be dynamically resized to a new display resolution when in windowed mode.*
- The default windowed mode position can now be edited in the configuration file.*
- Modular Ruleset support.
- Added "Controls" menu.
- Added "Advanced Options" menu.
- Added button to Restore Defaults to options.
- Pause Game on Loss of Focus.**
Geoscape:
- Live alien capture and interrogation.
- Psionic training.
- Hyper-wave decoding.
- Alien base handling.
- Scoring for both aliens and Xcom.
- Funding nation decision making.
- Multiple dogfight handling.
- Graphs screen.
- Base Defense screens.
- Full research tree.
- Alien UFO Mission Generation.
- Alien retaliatory attacks on Xcom bases.
- Show radar-range lines on the globe after pressing R key.
- Show funds above the time.*
- Added the number of soldiers allocated on craft equipment-screen.
- Custom initial base layout.* (requires a new game to take effect)
- Building-Queue: Can place buildings next to uncompleted-buildings.*
- AutoSell Production state for a manufacturing project by a right click on the increase button.*
- Allowed multiple items to be produced per hour when very large numbers of engineers are assigned to a project.*
- Upper limit for alien captures per containment facility.* (visible on Base Info screen)
- Captive aliens can now be sold in the same manner as dead aliens.*
- Can transfer crafts while airborne.*
- Increase/decrease buttons now respond to mouse wheel scrolling when the cursor is above them.*
- Allocate Scientists and Allocate Engineers screens now respond to mouse wheel scrolling.+
- Debug mode now enables drawing of country and region borders.
Battlescape:
- Battlescape melee unit AI.
- Unit conversion for chryssalids and zombies.
- All missing units implemented, both alien units and xcom tanks.
- All missing items implemented.
- Psionic attacks implemented.
- Units dual wielding single handed weapons is now represented on the battlescape.
- The game now dynamically replaces sprite colours in order to represent soldier ethnicity and hair colour.
- Equipment loadout saving.
- Show more stats in inventory view.*
- Proper A* pathfinding.
- Battlescape RMB scrolling changed to MMB, renamed to Drag-Scroll, improved.
- Landing Ufos/Ground Assault missions.
- Ruleset support for multiple-stage missions.
- Certain units now "Yell" when engaging another unit.
- Enemy unit stats and armour are now affected by difficulty.
- Grenade explosions now properly credit the previous owner of the grenade with the kill when a unit dies.
- Units can now "fall" off edges by walking off the side of a roof or platform, and other gravity-related features are implemented.
- The game now centres on the active soldier when the player closes the inventory screen.
- Reapers can now reaction-attack soldiers that move into a tile adjacent to them.
- Aliens will attempt to avoid areas where other aliens have died, except in base defense missions.
- Various AI improvements.
- Debug mode now has tile colourisation to represent AI evaluations.
- Debug mode now has a time-slowing feature, which can be used for graphical or voxel debugging.
- Alien Bases can now be neutralized by destroying the control room.
- Mission can be won by mind-controlling all remaining units.*
* These features are disabled by default but can be enabled in the advanced options menu or by editing your configuration file.
+ These features are enabled by default but can be disabled in the advanced options menu or by editing your configuration file.
** These features can be altered by editing your configuration file.
Bugfixes:
General:
- Updated translations.
- Added support for more Unicode letters.
- Fix for extra mouse buttons.
- Various cursor-related bugfixes/improvements.
- Support for Haiku folder paths.
- Fix for 8 KHz WAV-file (in SAMPLEx.CAT) playing.
- Fixed various memory leaks.
Geoscape:
- Fix for a crash bug involving an edge case where several craft were sent to intercept a single UFO.
- Adjusted the length of the date column on the saved game screen to allow room for translated text.
- Research consumes items properly.
- If necessary, craft will now always rearm after refuelling.
- Fixed error in great circle calculation.
- It is no longer possible to assign armour to a soldier while they're away from the base.
- Up/down buttons now need to be held for a quarter-second before they increment by more than one.
(This should fix single-clicks incrementing totals by more than one, making it hard to hit exact values)
- Items are no longer removed from stores when they are researched.
- Cut off input to dogfight screens when your craft is destroyed or the UFO decides to disengage.
- "New research available" popups should now only display the first time you research a technology that will unlock a new branch of research.
- Fixed: Can't dismantle ANY facility if some of the attributes is overflowed!
- Fixed: Busy people weren't getting paychecks
- Fixed radar detection calculation.
Battlescape:
- Battlescape buttons are now unavailable during alien turn.
- Fixed bug in map generator regarding nodes outside the map.
- Improved map generation of alien base assault missions.
- The player no longer reveals the tile an alien is standing on when they detect an alien on an unrevealed tile.
- The camera resets after non-reaction shots.
- Camera now correctly centers on explosions, and properly detects explosion visibility.
- Projectiles are now visible when they fly above an unrevealed tile.
- Fixed various display bugs with projectiles.
- UFO walls can no longer be seen through from certain angles.
- Reaper Corpse tiles now arranged correctly.
- Doors should no longer close on top of large units.
- Players can now recover large unit corpses if the northwest piece is intact, as per the original game.
- Units on stairs will now correctly reveal tiles on the level above.
- Opening doors now uses time units correctly.
- Fixed strange spawn behaviour.
- Undiscovered aliens are no longer factored into pathfinding.
- Applying stun damage to unconscious units increasing the time they will remain unconscious.
- Stun damage should no longer damage items.
- When units are auto-equipped for battle they will now assign as many items to their belt slots as will fit instead of stopping after 1.
(This should fix alien grenades being recovered less often than in the original)
- Motion scanners now detect motion on all different levels in addition to the level of the scanning soldier.
- Various bugfixes for large units.
- Various psi-related bugfixes.
- Various clipping issues fixed.
- Various pathfinding bugfixes/improvements.
- Various sound-related fixes.
- Ethereals can now fly as intended. You have been warned.
- Added some more robust behaviour around what happens when a unit is forced into an occupied tile.
(ie. for the floor collapsing beneath a soldier standing above another soldier, and for when an unconscious soldier revives when another soldier is standing in their tile)
- Fixed a bug where items with unlimited ammo would weigh twice as much as they should.
(removed the step to add clip weight to a weapon if the weapon is its own ammunition)
Version 0.4.5 (04-11-2012)
---------------------------
New features:
- Ufopaedia.
- Hungarian translation.
- Rightclick mouse scrolling.
- Rightclick arrow buttons to min/max values.
- Can prime a grenade on mission pre-equip (Inventory view) with a right-click.
- Weapons can be toggled on/off during dogfights.
- Modular rulesets (specified in options.cfg).
- Soldier reordering.
- New options.
- Man page / command-line help.
- Logging.
Bugfixes:
- Updated translations.
- Updated soldier names.
- Various string clipping issues.
- Various UI issues.
- Infinite error message when tanks didn't have ammo.
- Tanks getting it on in the storage room (recovered when mission ended).
- Multiple "Tracking Lost" windows per UFO.
- Improved auto-equipping to ignore empty weapons and load weapons on the ground.
- Brought alien weapons counted towards score.
- Civilians didn't count towards score.
- Crash when completing a research.
- Crash during dogfights.
- Wrong mouse input in minimap.
- Starting inventory didn't work correctly in mission simulator.
- HWP ammo popped up in soldier inventory.
- Incorrect armor damage modifiers.
- Workaround for big corpse pieces being recovered.
- Missing rules for Reaper (crashed terror missions).
- Ammo being reused after loaded.
- Civilians counting as saved when mission failed.
- Projectiles went through UFO if missed.
- Weird avenger spawn point.
- Item in elevator crash.
- Diagonally walking through trees.
- Items flying in the air when flying unit drops items.
- Fixed proximity grenade.
- Wrong craft speed when patrolling.
- Crash when patrolling after UFO lost.
- "Go to last known UFO position" button not working.
- Incorrect UFO recovery items.
- Ammo in weapons wasn't recovered after missions.
- Crafts were fully unloaded after missions.
- New crafts don't start in base position.
- Ammo graphics weren't cleared after unloading weapon.
- Minimap doesn't update level when using scroll wheel.
- Missing "Not enough equipment to fully re-equip squad" screen.
- Incorrect title in Promotions screen.
- Various changes to item creation/recovery in Battlescape.
- Wrong UFO graphics in interception window.
- Wrong craft/UFO altitudes.
- "UFO tracking lost" window missing sometimes.
- Crash when targeted terror site disappears.
- Reapers having incorrect behavior.
- Soldiers can turn without TUs.
- Walking through knocked down walls takes 4 TUs.
- Primed state of a grenade is not saved in the savegame.
- Firing and throwing accuracy does not decrease on injury.
- Diagonal line of sight through windows.
- Minimap not showing visible aliens on invisible tiles.
- Visible units not stored in save.
- Beam weapons not dealing any damage to UFOs.
- Rewritten dogfight radar animation.
- Dogfight UFO hit animation.
- Dogfight UFO crash animation.
- Dogfight projectiles animation.
- Projectiles could hit UFO even if it was out of their range.
- Added craft damage indication.
- Added translated terrain names to New Battle.
- Sound and graphics of flying suit.
- Small pathfinding issue.
- Segfault when mindprobing empty space.
- Untranslated Geoscape sidebar.
- Implemented faster unit walk speed off screen.
- Items visible on minimap on undiscovered tiles.
- Units walking on top of each other.
- Incorrect behavior with ground items in inventory.
- Options screen and resolution selection.
- Craft has wrong position when transferred.
- Craft doesn't reequip when transferred.
- Game returns to the actual game after saving (instead of previous menu).
- Drawing issue in medikit and scanner view.
- Improved explosion animation scaling with power.
- Explosion sound.
- Added Elerium-115 to battlescape.
- Vertical pathfinding.
- Cancel firing mode when pressing move up/down.
- Flying up/down graphics.
- Show damage percent of craft on its state-panel.
- Buttons not pressing with right-clicks.
- Bugs in soldier name generation.
- Added geoscape position to saves.
- Added "We can now produce" Geoscape window.
- Walk/move sounds.
- Proper ammo accounting after battles.
- Added "loading/saving..." messages to savegame screens.
- Being able to input text in resolution.
- Non-ASCII character input.
- Non-ASCII savegame names.
- Crash when trying to rearm crafts with empty weapon slots.
- Weapons glitching when dropped by panicked soldiers.
- UFO trying to escape after being destroyed.
- Freeze in wordwrapping.
- Big text automatically switches to small if string doesn't fit.
- Battlescape crash when items were dropped.
- Unlimited ammo weapons being incorrectly recovered.
- Mouse being restricted to 320x200 area in some systems.
- Not being able to overwrite saves with non-ASCII names.
- Save list not synchronizing with text input.
- Weapon unload not clearing text.
- Basescape not resetting time to 5 Secs.
- Random seed missing in saves.
- Crash when large units tried to move outside the map.
- Wrong reaper sound.
Version 0.4 (13-08-2012)
-------------------------
New features:
- Basescape:
-- Research screens.
-- Manufacture screens.
-- Soldier improved stats.
-- Tank equipping.
-- Armor equipping.
-- Wound recovery.
- Geoscape:
-- New globe shading.
-- Craft pathfinding now uses great circles (more accurate).
-- New radar detection formula (more accurate).
-- Terror sites.
-- UFOs of all sizes.
-- Tied research requirements to everything.
-- UFOs in dogfights fight back.
- Battlescape:
-- Abort screen.
-- Debriefing screen.
-- Battlescape save game.
-- Panicking units.
-- Skill increase and promotions.
-- Ranged based accuracy is now optional (see UFO Extender for details on Ranged Based Accuracy).
-- Minimap.
-- Flying units.
-- Grav lifts.
-- Optional pathfinding preview.
-- Medikits.
-- Laser weapons.
-- Large units.
-- Motion scanner.
-- Alien deployment rules.
-- AI taking cover & throwing grenades.
-- Damage to items.
-- Mind probe.
-- Stun rod.
-- Show/hide battlescape layers button.
-- Rough battlescape artefacts salvaging functionality.
-- Added civilians.
-- Added support for skyranger landing on non 0-level.
-- Added support for multiple craft/ufo maps.
-- Psi Amp.
-- Added support for more alien races.
-- Load Game button.
- External rulesets.
- Added entries for most entities in the game.
- New Battle screen.
- Options screen.
- Startup logging.
- 64-bit version.
- Game icon and logo.
- Support for multiple data folders.
- Support for XDG specification.
- Support for user soldier name pools.
- Various new options (see docs).
- Debug mode.
Bugfixes:
- Two duplicating ammo bugs.
- Wrong rocket launcher hand sprite.
- "Not enough time units" during alien turn.
- Bug where alien weapons are given to the soldiers.
- Target mode is canceled when switching unit.
- Reserve time unit button is reset when starting new turn.
- Minor drawing glitch visible when walking down the skyranger ramp.
- Geoscape sidebar didn't show up on first start on some languages.
- Bug with line of sight inside UFOs along diagonal walls.
- Bug with pathfinding inside UFOs along diagonal walls.
- Aliens not black when in undiscovered terrain.
- Issue with turn and shoot.
- Too many reaction fires from autoshot (each shot had a chance of a reaction shot which is wrong).
- Unit selection arrow showed up during alien turn.
- Double sliding door didn't open when walking diagonally.
- Energy usage not calculated correctly.
- Missing text in Monthly Report.
- Ground items showing up in soldier's hands.
- Improved interface performance.
- Bug with seeing through undiscovered floors.
- Updated the Rank Bonus values used to calculate soldier "value".
- Apply changes to the base / soldier name when user presses OK.
- Incorrect globe zoom levels.
- Incorrect UI strings.
- Incorrect colors in Battlescape UI.
- Crash when starting mission on back side of globe.
- Endless number of soldiers in Skyranger.
- Clicking visible enemy units clicks other stuff too.
- Fixed lazy ground inventory arrangement.
- Aliens do not suffer from fatal wounds anymore.
- Improved straight line pathfinding in battlescape.
- Fixed unable to hit unit on stairs.
- Fixed drawing hidden object's outlines.
- Fixed pistol aiming position.
- Fixed HWP rank image.
- Fixed no LOF error issues.
- Fixed issue where unit stopped walking when not seeing new alien units.
- Fixed alien reaction shots costing no TUs.
- Camera centers on selected unit on battlescape start.
- Fixed battlescape kill counter not working.
- Fix cursor hiding and scrolling during AI turn
- Fix camera scrolling into dark infinite and beyond
- Fix unit FOV calculated before AI reaction shot.
- Fixed "alien floating error".
- Fixed walking under skyranger.
- Fixed firing XP from explosive ammo.
- Fixed active weapon display.
- Fixed issue with dead alien count.
- Fixed autoshot of HE ammo issue.
- Save turn number in savegame.
- Fixed free autoshot ammo.
- Fixed wrong UI colors.
- Updated translations.
- Fixed craft loading bug.
- Fixed crash with invalid savegames.
- Fixed savegame list not being sorted.
- Game no longer crashes if no sound device is available.
- Crafts that are outside of base no longer show in base view.
- Fixed globe not redrawing properly sometimes.
- Fixed various data loading bugs.
- Sell screen now decreases item quantity.
- Fixed craft pathing bugs.
- Fixed bug in command-line parameters.
- Various performance improvements.
- Added fallback if no soldier name pools are available.
- Fixed radar detection.
- Fixed some bugs in globe.
- Fixed inventory crash with certain armor types.
- Fixed crash with loading DOS sounds.
- Fixed battlescape buttons responding to wrong mouse button.
- Improved mouse click handling.
- Fixed Language dialog having wrong height.
- Game no longer crashes if language isn't found.
- Game no longer crashes if User directory is unavailable.
- Game now shows an error if no languages are available.
- Fixed various bugs with text strings not fitting.
- Fixed text caret not always aligning properly.
- Fixed crash with UI buttons.
- Fixed Intercept string not always showing correct stats.
- Fixed colors in Target Info and Items Arriving windows.
- Fixed various savegame bugs.
Version 0.3 (01-09-2011)
-------------------------
New features:
- Basescape:
-- Craft rearming.
-- Craft equipping.
-- Purchase/Recruit.
-- Sell/Sack.
-- Base transfers.
- Battlescape:
-- Battle turns.
-- Item equipping, firing, throwing.
-- Environment: fire, smoke, explosions, damage, kills.
-- Unit stats.
-- Inventory.
-- AI Phase 1 (patrol, aggro).
- New languages: Czech, English (UK), Polish, Romanian, Russian.
- Support for custom font characters and full Unicode.
- Options.
- Platform-specific folders.
- Partial Ufopaedia.
- Externalized soldier names.
- Nag screen only shows once.
- Swapped F5 and F12 keys.
- Movable caret in text input.
- Stores column in Purchase screen.
Bugfixes:
- Bug in Geoscape pathfinding.
- Incorrect language names.
- Cross-platform bug when loading PCK files.
- Invisible loading errors.
- Incorrect mouse events.
- Missing strings.
- Various UI issues.
- Various translation issues.
- Bug in craft rearming.
- FPS Counter didn't always show up properly.
- Crash sites didn't vanish properly.
- Failing to load a game could crash the Geoscape.
- Games weren't always saved properly.
- Monthly report didn't show correct date.
- Crafts in base view weren't positioned correctly.
- Music loading issues.
- Various battlescape fixes.
- Various performance improvements.
Version 0.2 (28-01-2011)
-------------------------
New features:
- Battlescape!
-- Crash site missions.
-- Map generation.
-- Pathfinding.
-- Alien placement.
-- Basic lighting.
-- Basic fog of war.
- New language format (with Spanish and Italian languages).
- Crude Unicode support.
- Windows installer for all your lazy needs!
- Load/save infinite games.
- Screenshot, FPS Counter and Fullscreen keys.
- Any-resolution scaling.
- Support for DOS music.
- Being able to remove bases (Access Lift).
- Friendly start reminder.
Bugfixes:
- Bug in cursor rendering.
- Removed unused strings and trademarked game names.
- Craft maintenance bugs.
- Bug in text list alignment.
- Bug in bar rendering.
- Crash when a UFO intercepted by multiple craft was destroyed.
- Incorrect text in some screens.
- Some localized strings didn't fit on screen.
- Palette bugs.
- Various memory leaks.
- Being able to click on globe through windows.
- Bugs with multiple-target display.
- Various fixes to globe rendering.
- Big in text word-wrapping.
- Reorganized country/region data.
- Added OK button to Base Name window for people having trouble with Enter key.
- Removed preloading of every language (only one language is used at once, what was I thinking!).
- Bug in pixel blitting.
- Improved error handling.
- Probably many other minor fixes.
Version 0.1 (17-11-2010)
-------------------------
First release!
- Geoscape:
-- Fully-controllable globe.
-- Globe details like country borders and names.
-- Day/night effect.
-- Initial base placement.
-- Basic UFO spawning and detection.
-- Craft interception with fuel consumption and basic dogfights.
-- Craft repairing/refuelling/rearming.
-- Funding overview.
-- Monthly funding.
-- Scroll-wheel support.
- Basescape:
-- Full base view with facilities.
-- Building new bases with access lift placement.
-- Base information.
-- Base stores.
-- Soldier stats (with randomly generated soldiers).
-- Craft info and equipping.
-- Facility building/removal.
-- Scroll-wheel support.
================================================
FILE: CMakeLists.txt
================================================
cmake_minimum_required ( VERSION 3.5 )
project ( OpenXcom )
set ( CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake/modules" )
include(BuildType)
include(GNUInstallDirs)
set (CMAKE_CXX_STANDARD 17)
# use std=c++11 rather than std=gnu++11
#set (CMAKE_CXX_EXTENSIONS OFF)
option ( DEV_BUILD "Development Build. Disable this for release builds" ON )
option ( DUMP_CORE "Disables exception and segfault handling." OFF )
option ( BUILD_PACKAGE "Prepares build for creation of a package with CPack" ON )
set ( TARGET_PLATFORM CACHE STRING "Target platform to include in the package name (win32, etc)" )
option ( EMBED_ASSETS "Embed common and standard into the executable" OFF )
option ( FATAL_WARNING "Treat warnings as errors" OFF )
option ( ENABLE_CLANG_ANALYSIS "When building with clang, enable the static analyzer" OFF )
option ( CHECK_CCACHE "Check if ccache is installed and use it" OFF )
set ( MSVC_WARNING_LEVEL 3 CACHE STRING "Visual Studio warning levels" )
option ( FORCE_INSTALL_DATA_TO_BIN "Force installation of data to binary directory" OFF )
set ( DATADIR "" CACHE STRING "Where to search for datafiles" )
if ( CHECK_CCACHE )
find_program( CCACHE_PROGRAM ccache )
if( NOT CCACHE_PROGRAM )
message ( FATAL_ERROR "CCACHE requested but not found on the system." )
else ()
set_property( GLOBAL PROPERTY RULE_LAUNCH_COMPILE "${CCACHE_PROGRAM}" )
set_property( GLOBAL PROPERTY RULE_LAUNCH_LINK "${CCACHE_PROGRAM}" )
message ( STATUS "found CCACHE (${CCACHE_PROGRAM})" )
endif()
endif ()
if ( WIN32 )
set ( default_deps_dir "${CMAKE_SOURCE_DIR}/deps" )
endif ()
if ( APPLE )
set ( MACOS_SDLMAIN_M_PATH "${CMAKE_SOURCE_DIR}/src/apple/SDLMain.m" CACHE STRING "Path to SDLMain.m file" )
option ( CREATE_BUNDLE "Create a Mac OS application bundle" ON )
if ( NOT EXISTS "${MACOS_SDLMAIN_M_PATH}" )
message ( FATAL_ERROR "On Mac OS, SDLMain.m is required. Please set the MACOS_SDLMAIN_M_PATH variable" )
endif ()
endif ()
# C++ version check
if ( CMAKE_COMPILER_IS_GNUCXX OR CMAKE_CXX_COMPILER_ID MATCHES "Clang" )
include(CheckCXXCompilerFlag)
CHECK_CXX_COMPILER_FLAG("-std=c++17" COMPILER_SUPPORTS_CXX17)
CHECK_CXX_COMPILER_FLAG("-std=c++1z" COMPILER_SUPPORTS_CXX1Z)
if(COMPILER_SUPPORTS_CXX17)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++17")
elseif(COMPILER_SUPPORTS_CXX1Z)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++1z")
else()
message( FATAL_ERROR "The compiler ${CMAKE_CXX_COMPILER} has no C++17 support. Please use a different C++ compiler.")
endif()
elseif(CMAKE_CXX_COMPILER_ID MATCHES "MSVC")
include(CheckCXXCompilerFlag)
CHECK_CXX_COMPILER_FLAG("/std:c++17" COMPILER_SUPPORTS_CXX17)
if(COMPILER_SUPPORTS_CXX17)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /std:c++17")
else()
message( FATAL_ERROR "The compiler ${CMAKE_CXX_COMPILER} has no C++17 support. Please use new VS C++ compiler.")
endif()
endif()
set ( DEPS_DIR "${default_deps_dir}" CACHE STRING "Dependencies directory" )
# Find OpenGL
set (OpenGL_GL_PREFERENCE LEGACY)
find_package ( OpenGL )
if ( NOT OPENGL_FOUND )
message ( WARNING "Can't find OpenGL - continuing building without OpenGL support." )
add_definitions(-D__NO_OPENGL)
else ()
include_directories ( ${OPENGL_INCLUDE_DIR} )
message ( STATUS "OpenGL libraries: ${OPENGL_LIBRARIES}" )
endif ()
# Include rapidyaml lib
include_directories(${CMAKE_SOURCE_DIR}/libs/rapidyaml)
if(NOT UNIX AND IS_DIRECTORY ${DEPS_DIR})
include_directories ( ${DEPS_DIR}/include/SDL ${DEPS_DIR}/include )
if ( CMAKE_CL_64 )
link_directories ( ${DEPS_DIR}/lib/x64 )
else ( )
link_directories ( ${DEPS_DIR}/lib/Win32 )
endif()
set( SDL_LIBRARY SDL )
set ( SDLGFX_LIBRARY SDL_gfx )
set ( SDLMIXER_LIBRARY SDL_mixer )
set ( SDLIMAGE_LIBRARY SDL_image )
set ( PKG_DEPS_LDFLAGS ${SDLIMAGE_LIBRARY} ${SDLMIXER_LIBRARY} ${SDLGFX_LIBRARY} ${SDL_LIBRARY} ${OPENGL_LIBRARIES} )
elseif(UNIX OR MINGW OR CYGWIN)
if(IS_DIRECTORY ${DEPS_DIR})
set(ENV{PKG_CONFIG_PATH} "${DEPS_DIR}/lib/pkgconfig/")
endif()
include(FindPkgConfig)
pkg_check_modules(PKG_SDL REQUIRED sdl)
pkg_check_modules(PKG_ZLIB REQUIRED zlib)
pkg_check_modules(PKG_SDLIMAGE REQUIRED SDL_image)
pkg_check_modules(PKG_SDLGFX REQUIRED SDL_gfx)
pkg_check_modules(PKG_SDLMIXER REQUIRED SDL_mixer)
include_directories(${PKG_SDL_INCLUDE_DIRS} ${PKG_ZLIB_INCLUDE_DIRS} ${PKG_SDLIMAGE_INCLUDE_DIRS})
include_directories(${PKG_SDLGFX_INCLUDE_DIRS} ${PKG_SDLMIXER_INCLUDE_DIRS})
set(PKG_DEPS_LDFLAGS ${PKG_SDL_LDFLAGS} ${PKG_ZLIB_LDFLAGS} ${PKG_SDLIMAGE_LDFLAGS} ${PKG_SDLGFX_LDFLAGS} ${PKG_SDLMIXER_LDFLAGS} ${OPENGL_LIBRARIES})
if (UNIX)
set(PKG_DEPS_LDFLAGS "${PKG_DEPS_LDFLAGS};dl")
endif()
message ( STATUS "PKG_DEPS_LDFLAGS: ${PKG_DEPS_LDFLAGS} ")
else()
message ( FATAL_ERROR "pkg-config is not supported on your platform. Use DEPS_DIR" )
endif()
# Read version number
set ( file "${CMAKE_SOURCE_DIR}/src/version.h" )
file ( READ ${file} lines )
string ( REGEX MATCH ".*OPENXCOM_VERSION_LONG \"([0-9]+)\\.([0-9]+)\\.([0-9]+)" version_line "${lines}" )
set ( CPACK_PACKAGE_VERSION_MAJOR ${CMAKE_MATCH_1} )
set ( CPACK_PACKAGE_VERSION_MINOR ${CMAKE_MATCH_2} )
set ( CPACK_PACKAGE_VERSION_PATCH "${CMAKE_MATCH_3}" )
find_package ( Git )
if ( GIT_FOUND )
execute_process ( COMMAND ${GIT_EXECUTABLE} describe --dirty
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
OUTPUT_VARIABLE git_describe_out
ERROR_VARIABLE git_describe_error
RESULT_VARIABLE git_describe_result
)
string ( REGEX MATCH "([a-z|0-9|.]*)-([0-9]*)-g([a-z|0-9]*)([-|a-z]*)" git_commit "${git_describe_out}" )
set ( git_tag ${CMAKE_MATCH_1} )
set ( git_nb_commit ${CMAKE_MATCH_2} )
set ( git_commit ${CMAKE_MATCH_3} )
set ( git_dirty ${CMAKE_MATCH_4} )
execute_process ( COMMAND ${GIT_EXECUTABLE} show -s --format=%ci
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
OUTPUT_VARIABLE git_show_out
ERROR_VARIABLE git_show_error
RESULT_VARIABLE git_show_result
)
string ( REGEX MATCH "[0-9-]+" git_date "${git_show_out}" )
set ( GIT_STATE "${git_commit}-${git_date}${git_dirty}" )
else ()
message( WARNING "Git not found.")
endif()
set ( OPENXCOM_VERSION_GIT "${GIT_STATE}" CACHE STRING "Git version string (after x.x.x)" )
configure_file("${CMAKE_SOURCE_DIR}/src/git_version.h.in" "${CMAKE_CURRENT_BINARY_DIR}/git_version.h" )
include_directories ( "${CMAKE_CURRENT_BINARY_DIR}" )
if ( BUILD_PACKAGE )
set ( CPACK_PACKAGE_VERSION "${CPACK_PACKAGE_VERSION_MAJOR}.${CPACK_PACKAGE_VERSION_MINOR}.${CPACK_PACKAGE_VERSION_PATCH}-${GIT_STATE}" )
set ( CPACK_SOURCE_PACKAGE_FILE_NAME "Extended-${CPACK_PACKAGE_VERSION}-src" )
set ( CPACK_PACKAGE_FILE_NAME "Extended-${CPACK_PACKAGE_VERSION}-unknown" ) # TODO: determine package suffix (osrelease+arch)
if ( NOT CPACK_GENERATOR )
set ( CPACK_GENERATOR "TXZ" )
endif ()
if ( NOT CPACK_SOURCE_GENERATOR )
set ( CPACK_SOURCE_GENERATOR "TXZ" )
endif ()
set ( CPACK_PACKAGE_VENDOR "The OpenXcom project" )
set ( CPACK_PACKAGE_DESCRIPTION_SUMMARY "Open-source clone of UFO: Enemy Unknown" )
set ( CPACK_PACKAGE_DESCRIPTION_FILE "${CMAKE_SOURCE_DIR}/cmake/modules/Description.txt" )
set ( CPACK_RESOURCE_FILE_README "${CMAKE_SOURCE_DIR}/README.md" )
set ( CPACK_PACKAGE_CONTACT "The OpenXcom project (http://www.openxcom.org)" )
# DMG-specific -- sets CPACK_GENERATOR to DragNDrop itself
if (APPLE)
set ( TARGET_PLATFORM "macos" )
set ( CPACK_BUNDLE_NAME "OpenXcom Extended" )
set ( CPACK_BUNDLE_ICON "${CMAKE_SOURCE_DIR}/res/mac/AppIcon.icns" )
set ( CPACK_BUNDLE_PLIST "${CMAKE_BINARY_DIR}/openxcom.app/Contents/Info.plist" )
set ( CPACK_DMG_VOLUME_NAME "OpenXcom Extended" )
set ( CPACK_DMG_BACKGROUND_IMAGE "${CMAKE_SOURCE_DIR}/res/openxcom_block.png" )
set ( CPACK_GENERATOR "DragNDrop")
else()
set ( CPACK_RESOURCE_FILE_LICENSE "${CMAKE_SOURCE_DIR}/LICENSE.txt" )
endif()
string ( LENGTH "${TARGET_PLATFORM}" has_target )
if ( ${has_target} GREATER 0 )
set ( CPACK_PACKAGE_FILE_NAME "Extended-${CPACK_PACKAGE_VERSION}-${TARGET_PLATFORM}" )
else ()
set ( CPACK_PACKAGE_FILE_NAME "Extended-${CPACK_PACKAGE_VERSION}-unknown" )
message ( WARNING "Missing OPENXCOM_TARGET for package naming. Please set it." )
endif()
# DEB-specific -- set -DCPACK_GENERATOR=DEB
if ( "${CPACK_GENERATOR}" MATCHES "^(.*;)?DEB(;.*)?$" )
set ( CPACK_DEBIAN_PACKAGE_MAINTAINER "The OpenXcom project" )
set ( CPACK_DEBIAN_PACKAGE_HOMEPAGE "https://openxcom.org/" )
set ( CPACK_DEBIAN_PACKAGE_SECTION "games" )
set ( CPACK_DEBIAN_PACKAGE_PRIORITY "optional" )
set ( CPACK_DEBIAN_COMPRESSION_TYPE "xz" )
if ( "${CMAKE_SYSTEM_PROCESSOR}" STREQUAL "x86_64" )
set ( CPACK_DEBIAN_PACKAGE_ARCHITECTURE "amd64" )
elseif ( "${CMAKE_SYSTEM_PROCESSOR}" STREQUAL "i686" )
set ( CPACK_DEBIAN_PACKAGE_ARCHITECTURE "i386" )
endif ()
if ( NOT CPACK_DEBIAN_PACKAGE_DEPENDS )
message ( STATUS "CPACK_DEBIAN_PACKAGE_DEPENDS not set - DEB package will have no dependencies" )
endif ()
endif ()
# RPM-specific -- set -DCPACK_GENERATOR=RPM
if ( "${CPACK_GENERATOR}" MATCHES "^(.*;)?RPM(;.*)?$" )
set ( CPACK_RPM_PACKAGE_LICENSE "GPLv3" )
set ( CPACK_RPM_PACKAGE_GROUP "Amusements/Games" )
set ( CPACK_RPM_PACKAGE_URL "https://openxcom.org/" )
set ( CPACK_RPM_COMPRESSION_TYPE "xz" )
if ( NOT CPACK_RPM_PACKAGE_REQUIRES )
message ( STATUS "CPACK_RPM_PACKAGE_REQUIRES not set - RPM package will have no dependencies" )
endif ()
endif ()
# NSIS-specific -- set -DCPACK_GENERATOR=NSIS
set ( CPACK_NSIS_MODIFY_PATH OFF )
set ( CPACK_NSIS_DISPLAY_NAME "OpenXcom Extended" )
include ( CPack )
message ( STATUS "OpenXcom version: ${CPACK_PACKAGE_VERSION}")
endif()
if ( NOT WIN32 OR NOT CPACK_GENERATOR STREQUAL "7Z" ) # FIXME: that's to exclude DEB and RPM, but hacky.
install(FILES "${CMAKE_SOURCE_DIR}/res/linux/openxcom.desktop"
DESTINATION "${CMAKE_INSTALL_FULL_DATAROOTDIR}/applications")
install(FILES "${CMAKE_SOURCE_DIR}/res/linux/icons/openxcom_48x48.png"
DESTINATION "${CMAKE_INSTALL_FULL_DATAROOTDIR}/icons/hicolor/48x48/apps" RENAME openxcom.png)
install(FILES "${CMAKE_SOURCE_DIR}/res/linux/icons/openxcom_128x128.png"
DESTINATION "${CMAKE_INSTALL_FULL_DATAROOTDIR}/icons/hicolor/128x128/apps" RENAME openxcom.png)
install(FILES "${CMAKE_SOURCE_DIR}/res/linux/icons/openxcom.svg"
DESTINATION "${CMAKE_INSTALL_FULL_DATAROOTDIR}/icons/hicolor/scalable/apps")
endif ()
add_subdirectory ( docs )
add_subdirectory ( src )
================================================
FILE: Extended.txt
================================================
[b]Extended version of OpenXcom[/b]
[b]Mod version 5.0[/b]
OpenXcom date: Nightly [dateOrigin/][br/]
OpenXcom commit: [commitOrigin/][br/]
Extended date: [date/][br/]
Extended commit: [commit/][br/]
[br/][br/]
[i]Ubuntu required libs[/i]
sudo apt-get install libsdl1.2debian libsdl-mixer1.2 libsdl-gfx1.2-4 libsdl-image1.2 libyaml-cpp0.5[br/]
[br/][br/]
[i]Behavior change[/i]
Hyper-Wave Decoder can have less than 100% chance to detect aliens.[br/]
Explosions don't remove unconscious unit if they can't kill them first.[br/]
Craft weapon equip screen is a bit rearranged.[br/]
Fixed "weapons" like the Medikit are now equipped by unit.[br/]
Psi-Amp use 3d range, not 2d.[br/]
Psi-Amp can use weapon power.[br/]
Fixed ammo are added after weapons in armor and unit (armor items are before unit items).[br/]
Corpses, items and Chryssalids are not spawned when unit is killed by weapons with overkill.[br/]
Stunned units can be hited by bullets and fire.[br/]
Big groups of aliens (20+) get less morale losses from casualties.[br/]
Terror units can now spawn with any built-in weapon, not only one defined by name.[br/]
While loading and unloading weapons you must pay the cost of moving the item to hand.[br/]
You can unprime granade for half of prime TUs cost.[br/]
Support for Ufo2000 armor damage type.[br/]
Psi-Amp can now obey maximum weapon range.[br/]
Psi-Amp can now deal direct damage using special attack type in popup menu.[br/]
Throwing now requires a healthy arm to do it (if the item is two-handed, then it requires both).[br/]
You can hit aliens in the head using any item you like, not only firearms stock.[br/]
Items can now be non-throwable.[br/]
Rewriten handling of alien psi attacks to handle new features of Psi-Amp.[br/]
Building, manufactures and research can now have special requirements for buildings available in base.[br/]
Throwing and hitting using two-handed weapons have the same penalty as with shooting.[br/]
[br/]
1.6:[br/]
You can train your solders basic skills.[br/]
Aliens weapon types/weapons can have different turn restriction.[br/]
You can rename weapon slot names in geoscape craft info.[br/]
[br/]
1.7:[br/]
Rewritten item use cost. Now is possible to spend HP, Morale or grain stun damage from using items.[br/]
You can't use old `energy*` properties in item, they are removed and replaced by new one in `cost*`.[br/]
Item have now range threshold unit they start calculating range power reduction.[br/]
Damage type can now change default power change per tile in explosion.[br/]
[br/]
1.8:[br/]
Option for custom weapon deploy for alien missions and ufos.[br/]
[br/]
1.9:[br/]
Options for customizing retaliation mission after shooting dow ufo.[br/]
Options for adding custom dodge chance or unit psi defence.[br/]
[br/]
2.0:[br/]
Breaking change: Psi-Amp use now weapon dropoff and aimRange for attack chance.[br/]
Breaking change: Drop support for Regeneration stat in armor. Use new regen stats now.[br/]
Inventory screens can now have up to 128 backgrounds.[br/]
Unit sprites recolors can now support up to 128 values.[br/]
Option for custom change of TU, HP, Energy, Morale or Stun after next turn based on unit stats.[br/]
New stat bonus based on stun level of unit.[br/]
Option for changing fuse type in granades and flare.[br/]
Option for pre-priming granades on map spawn.[br/]
Option for dodge chance based on direction of attack.[br/]
Oprion for bonus morale recovery when using medkit.[br/]
Option for self heal using medikit.[br/]
[br/]
2.1:[br/]
Craft can now have up to 4 different wepon type per slot.[br/]
Oprion for overriding shape of alien base.[br/]
Option for setting chance of special effect of item.[br/]
Moving can trigger all close proxy not only one.[br/]
Corpse explosion now can have bonus based on unit stats.[br/]
Grenades now can explode at once without destroying each others.[br/]
[br/]
2.2:[br/]
Option for custom sound and animation for miss attack and psi weapons.[br/]
[br/]
2.3:[br/]
Option for defining percent of all action cost stats. Old use of `flatPrime` and `flatThrow` is deprecated.[br/]
Facilities can now require items to build.[br/]
Medikit can now be used without UI and can use `hitSound`.[br/]
[br/]
2.4:[br/]
Option for defining bonus and damage type for melee in range weapons.[br/]
Option for big explosion sound for each items.[br/]
Option for showing fixed weapons on unit.[br/]
[br/]
2.5:[br/]
Update to nightly and bug fix.[br/]
[br/]
2.9:[br/]
Scripting support in unit graphic (more info in game log with debug on).[br/]
`bigSpriteAlt` and `floorSpriteAlt` is now obsolete, will be replaced by scripts in next version.[br/]
New property `refNode` used to shared values between items/solders/armors etc.[br/]
Option for setting numbers of melee hits done by AI.[br/]
Control space usage of soldiers with 2x2 armors in crafts.[br/]
[br/]
3.0:[br/]
Backported game machanic changes from Meridian OXCE+.[br/]
Fix stun damage calculation and add random for random option for final stats change by damage.[br/]
Refactored script handling.[br/]
Script support in reaction atack chance calculations.[br/]
Some light handling improvments.[br/]
New recolr and replace script graphic option for items.[br/]
Option for global events shared by scripts.[br/]
Custom tags that have user defined values.[br/]
[br/]
3.1:[br/]
Base building can now prevent building other buildings.[br/]
New tag type that store other mod id.[br/]
Option for changing defualt unit light radius.[br/]
New functions exposed to script.[br/]
Reaction scripts have now information about runing or strafing of target.[br/]
[br/]
3.2:[br/]
New functions exposed to script.[br/]
[br/]
3.3:[br/]
New light system.[br/]
Option for reserving more space for mod in common surface/sound sets.[br/]
Visibility scripts that determine visibility of targets.[br/]
[br/]
3.5:[br/]
Update to buildin script functions.[br/]
Update to recent nightly OpenXcom.[br/]
[br/]
3.6:[br/]
Config for new lighting system.[br/]
New map script options made by ohartenstein23.[br/]
New scripts for items and units.[br/]
Add option for grenades to explode in hand.[br/]
Changes in handlig items with prime.[br/]
Primed granades are not recoverable if consumable property is set.[br/]
[br/]
3.6a:[br/]
Fix couple of bugs.[br/]
Add some missed scripts.[br/]
Add damage type param to unit damage script.[br/]
[br/]
3.6b:[br/]
Fix critical bug in unit damage function.[br/]
[br/]
3.7:[br/]
New params with shooting weapon and shooter to damage and hit script.[br/]
Merge chagnes from master.[br/]
Random functions in script.[br/]
Vertical map generation support.[br/]
[br/]
3.8:[br/]
Add multi ammo weapons.[br/]
New param with battle action for unit hit and damage script.[br/]
[br/]
3.8a:[br/]
Bug fix.[br/]
[br/]
3.9:[br/]
Bug fix.[br/]
Improvments in displaying multiple ammo items in inventory.[br/]
Script altering experience grain.[br/]
[br/]
3.9a:[br/]
Bug fix.[br/]
[br/]
3.9b:[br/]
Bug fix.[br/]
[br/]
3.9c:[br/]
Bug fix.[br/]
[br/]
3.10:[br/]
Bug fix.[br/]
Update nightly.[br/]
New grenade fuse config.[br/]
[br/]
3.10a:[br/]
Bug fix.[br/]
Update nightly.[br/]
[br/]
3.10b:[br/]
[br/]
4.0:[br/]
Damage script can now alter zombie transformation chance.[br/]
Add access to current difficulty level in scripts.[br/]
Add base function requirmets to buy items, crafts and solders.[br/]
Add access to geoscape soldier in scripts.[br/]
Add script that is run at end of mission.[br/]
Add arcing shoots per attack type (by ohartenstein23).[br/]
Breaking change: Renamed `action` to `battle_action` in reaction scripts.[br/]
Add battle action to `awardExperience` script.[br/]
Breaking change: Renamed access function to statis in armor (added prefix `Stats.`).[br/]
[br/]
4.0a:[br/]
Bug fix.[br/]
[br/]
5.0:[br/]
Merge both OXCE and OXCE+ into one.[br/]
[br/]
[examples]
[br/][br/]
[i]New ruleset[/i]
Example of usage:
In `metadata.yml`:
[code]
reservedSpace: 4 #how many BIGOBS.PCK/FLOOROB.PCK/BATTLE.CAT etc. reserve for that mod, this is multiply of default reserved size.
[/code]
In `*.rul`:
[code]
itemCategories: #from OXCE+
startingConditions: #from OXCE+
tooMuchSmokeThreshold: #from OXCE+
customTrainingFactor: 100 #change whow fast solders train.
chanceToStopRetaliation: 0 #chance to stop retaliation.
kneelBonusGlobal: 120 #default kneel weapon accuracy bonus in prercent.
oneHandedPenaltyGlobal: 80 #default two hand weapon accuracy penalty in percent.
missionRatings: #from OXCE+
monthlyRatings: #from OXCE+
difficultyBasedRetaliationDelay: #from OXCE+
[/code]
[code]
items:
- type: STR_ITEM_TYPE #default config ...
nameAsInem: ~ #string id used for displaying postfix ammo text in loaded weapon.
categories: ~ #from OXCE+
kneelBonus: -1 #kneel weapon accuracy bonus in prercent.
oneHandedPenalty: -1 #two hand weapon accuracy penalty in percent.
dropoff: 1 #used by Psi-Amp too. Default for Psi-Amp is 1.
aimRange: 0 #used by Pis-Amp too. Default for Psi-Amp is 0.
tuLoad: 15 #cost of loading weapon.
tuUnload: 8 #cost of unloading weapon.
specialChance: 90 #chance in % of triggering effect like zombify or corpse, granade and proxy explosion.
fuseType: -2 #set how prime granade works.
# -3 -> no priming, flare always work.
# -2 -> can prime, unlimited time. Granade explode instantly after throw. Flare work only after prime.
# -1 -> can prime, can set time. Granade explode after set time. Flare and Proxy disappere after set time.
# 0 -> can prime, set fixed time of 0 turns.
# 1 -> can prime, set fixed time of 1 turns.
# 2 -> can prime, set fixed time of 2 turns.
# ...
# 22 -> can prime, set fixed time of 22 turns.
# 23 -> can prime, set fixed time of 23 turns.
fuseTriggerEvents:
defaultBehavior: true #used to enable default fuse behavior. Defualt `true`.
throwTrigger: false #timer start on throw.
throwExplode: false #item explode (grenade) or is removed on thorw. Defualt `false`. `specialChance` affect this.
proximityTrigger: false #timer start when unit move in it proximity. Defulat `false`.
proximityExplode: false #item explode (grenade, proxi) or is removed when unit move in it porximity. Default `false`. `specialChance` affect this.
accuracyUse: 0 #bonus to accuracy of Psi-Amp special attack.
accuracyMindControl: 0 #bonus to accuracy of Psi-Amp Mind Control attack.
accuracyPanic: 0 #bonus to accuracy of Psi-Amp Panic attack.
accuracyThrow: 0 #accuracy of throw.
costAimed:
#cost of Aimed attack.
time: 2 #time units cost, can be in %. Alias of `tuAimed`.
energy: 0 #energy unit cost.
morale: 10 #morale points cost.
health: 1 #health points cost.
stun: 2 #stun damage applied by atack use.
costAuto:
#cost of Auto attack, if -1 it use `costAimed` value.
#same propertes like `costAimed`.
costSnap:
#cost of Snap attack, if -1 it use `costAimed` value.
#same propertes like `costAimed`.
costMelee:
#cost of Melee attack.
#same propertes like `costAimed`.
costUse:
#cost of item Use and Psi-Amp special attack.
#same propertes like `costAimed`.
costMindControl:
#cost of Psi-Amp Mind Control attack, if -1 it use `costUse` value.
#same propertes like `costAimed`.
costPanic:
#cost of Psi-Amp Panic attack, if -1 it use `costUse` value.
#same propertes like `costAimed`.
costThrow:
#cost of Throw.
#same propertes like `costAimed`.
costPrime:
#cost of Prime granade.
#same propertes like `costAimed`.
costUnprime:
#cost of Unprime granade.
#same propertes like `costAimed`.
flatUse:
#change how cost of all attacks and use work (flat or percent values).
time: true #time units cost is flat or %. Alias of `flatRate`.
energy: true #energy unit cost is flat or %. Default `true`.
morale: true #morale cost is flat or reduced by bravery. Default `true`.
health: true #health points cost is flat or %. Default `true`.
stun: false #stun damage applied by atack is flat or % of max health. Default `true`.
flatAimed:
#changes how `costAimed` behaves (flat or percent values), if -1 it use `flatUse` value.
#same propertes like `flatUse`.
flatAuto:
#changes how `costAuto` behaves (flat or percent values), if -1 it use `flatAimed` value.
#same propertes like `flatUse`.
flatSnap:
#changes how `costSnap` behaves (flat or percent values), if -1 it use `flatAimed` value.
#same propertes like `flatUse`.
flatMelee:
#optional for `costMelee` in range weapons.
#same propertes like `flatUse`.
#use of null (aka `~`) or -1 in property will cause fall back to `flatUse` values.
flatThrow:
#changes how `costThrow` behaves (flat or percent values).
#same propertes like `flatUse`.
flatPrime:
#changes how `costPrime` behaves (flat or percent values).
#same propertes like `flatUse`.
flatUnprime:
#changes how `costUnprime` behaves (flat or percent values).
#same propertes like `flatUse`.
confAimed:
shots: 1 #number of shots. Defulat `1`.
name: STR_AIMED_SHOT #name of attack in action menu.
ammoSlot: 0 #with ammo slot is used by this attack. Defulat `0`.
arcing: false #if `true` it will change attack to arcing shoot.
confAuto:
shots: 3 #number of shots, its alias with `autoShots`.
#...
#same properties as `confAimed`
#...
confSnap:
#...
#same properties as `confAimed`
#...
confMelee:
name: ~ #if no name is set name then it will be set based on damage type (stun or normal melee).
ammoSlot: -1 #override when `battleType` is change, `0` for melee weapons, `-1` for rest.
#...
#same properties as `confAimed`
#...
ammo: #list of avaiable ammo slots in weapon.
0:
tuLoad: 10 #alias to `tuLoad` in parent node.
toUnload: 20 #alias to `tuUnload` in parent node.
compatibleAmmo: [ AMMO_A, AMMO_B ] #alias to `compatibleAmmo` in parent node.
1:
#...
#analoge properties as `0` but without aliasing to parent.
#...
2:
#...
#analoge properties as `0` but without aliasing to parent.
#...
3:
#...
#analoge properties as `0` but without aliasing to parent.
#...
damageBonus: #used by ammo.
#each bonus can be writen as: `s: x`, `s: [x]`, `s: [x, y]` or `s: [x, y, z]`.
#where each value represents coefficient of polynomial `x * s + y * s^2 + z * s^3`.
#
#set `strength` to 1.0 if `strengthApplied: true`.
flatHundred: 0.0 #const bonus equal 100.
flatOne: 0.0 #const bonus equal 1.
strength: 0.1
psi: 0.0 #bonus equal `psiSkill*psiStrength`.
psiSkill: 0.5
psiStrength: 0.0
throwing: 0.0
bravery: 0.0
firing: [0.0, 0.0, 0.0]
health: [0.3]
tu: 0.0
reactions: [1, -0.002]
stamina: 0.0
melee: 0.0
strengthMelee: 0.0 #bonus equal `strength*melee`.
strengthThrowing: 0.0 #bonus equal `strength*throwing`.
firingReactions: 0.0 #bonus equal `firing*reaction`.
healthCurrent: 0.0 #curret value of hp.
tuCurrent: 0.0 #curret value of tu.
energyCurrent: 0.0 #curret value of energy.
moraleCurrent: 0.0 #curret value of morale.
stunCurrent: 0.0 #curret value of stun level.
healthNormalized: 0.0 #curret hp normalized to 1 (max hp give 1.0).
tuNormalized: 0.0 #curret tu normalized to 1 (max tu give 1.0).
energyNormalized: 0.0 #curret energy normalized to 1 (max energy give 1.0).
moraleNormalized: 0.0 #curret morale normalized to 1 (max morale give 1.0).
stunNormalized: 0.0 #curret stun level normalized to 1 (max stun compared to current health give 1.0).
meleeBonus: #used by range weapons melee hit.
#...
#same stats like `damageBonus`.
#...
accuracyMultiplier: #used by wapons and psi-amp.
#set `psi` to 0.02 if weapon is psi-amp
#...
#same stats like `damageBonus`.
#...
meleeMultiplier: #used by melee wapons.
#set `melee` to 1.00 if `skillApplied: true`
#...
#same stats like `damageBonus`.
#...
throwMultiplier: #used by throw.
#set `throwing` to 1.00 for default
#...
#same stats like `damageBonus`.
#...
powerRangeReduction: 0.0 #how much power a bullet loses per tile, used by Psi-Amp damage too.
powerRangeThreshold: 0.0 #how far in tiles bullet need fly to start appling `powerRangeReduction`.
damageAlter: #all values have default values based on `damageType`, used by ammo and corpses.
FixRadius: 60 #aka `BlastRadius`.
RandomType: 1 #how roll damage range.
# 0-> default behavior based on damage type
# 1-> UFO [0% - 200%]
# 2-> TFTD [50% - 150%]
# 3-> Flat [100% - 100%]
# 4-> Rng(5,10)
# 5-> 0
# 6-> Two dices [0% - 100%] + [0% - 100%]
ResistType: 1 #what resistance is used by an affected unit, same values like `damageType`.
FireBlastCalc: false #fire had special way of calculating blast.
IgnoreDirection: true #damage ignores direction of hit, used by smoke and fire.
IgnoreSelfDestruct: true #killing using this damage prevents self-destruct by this unit. Used by stun and explosive damage type.
IgnorePainImmunity: true #some units don't get stun level from damage.
IgnoreNormalMoraleLose: false #some units ignore normal morale loss from damage.
IgnoreOverKill: false #disables overkill damage. Defualt `true`.
ArmorEffectiveness: 0.5 #how effective armor is against this damage. Default `0.0` for smoke and stun, `1.0` rest.
RadiusEffectiveness: 0.3 #how power translates to splash radius. Defualt `0.05` for smoke, stun, explosive, `0.03` for fire, `0.0` rest.
RadiusReduction: 10.0 #how much explosion power is reduce per tile. Default `10.0`.
FireThreshold: 0 #how much damage is required to spawn fire on unit (after armor and ToHealth) or tile. Default `0` for fire, `1000.0` for rest.
SmokeThreshold: 100 #how much damage is required to spawn smoke on tile. Default `0.0` for smoke, `1000.0` for rest.
ToHealth: 1.0 #how much damage is done to health, can be negative. Default `0.0` for stun, smoke, none, `1.0` for rest.
ToArmor: 0.25 #how much damage is done to armor. Default `0.0` for stun, smoke, fire, none, `0.25` for rest.
ToArmorPre: 0.0 #how much damage is done to armor before applying armor protection. Default `0.0`.
ToWound: 0.1 #determine probability of wounds. Defualt `0.0` for stun, smoke, fire, none, `1.0` for rest (`RandomWound` by defulat change it io 1-3 points by defualt!).
ToItem: 0.0 #how much power is applied to items. Default `1.0` for explosive, `0.0` for rest.
ToTile: 0.0 #how much power is applied to the ground. Default `0.0` for stun, smoke, fire, none, `0.5` for rest.
ToStun: 0.25 #how much damage increases stun level. Default `1.0` for stun, smoke, `0.0` for fire, none, `2.5` for rest.
ToEnergy: 0.0 #how much power is applied to energy loss. Default `0.0`.
ToTime: 0.0 #how much power is applied to time units loss. Default `0.0`.
ToMorale: 0.0 #how much power is applied to morale loss. Affeced by target bravery. Default `0.0` (`IgnoreNormalMoraleLose` control normal morale change).
RandomHealth: false #do calucaltion of final health change use random value.
RandomArmor: false #do calculation of final armor change use random value.
RandomArmorPre: false #do calculation of final armor change use random value.
RandomWound: false #for `true` use original radom system giving `1` to `3` wounds, `false` will give linear value based on `ToWound`.
RandomItem: false #do calculation of value that compare with item armor use random value.
RandomTile: false #do calculation of value that compare with tile armor use random value.
RandomStun: false #do calculation of final stun level change use random value.
RandomEnergy: false #do calculation of final energy change use random value.
RandomTime: false #do calculation of final time units change use random value.
RandomMorale: false #do calculation of final moral change use random value.
meleeType: 2 #work like `damageType` but for range weapon melee hit.
meleeAlter: #work like `damageAlter` but for range weapon melee hit.
#set defaut values based on `meleeType`.
#...
#same stats like `damageAlter`.
#...
requiresBuy: #what tech is required for the item to be visible in the Hire/Purchase screen.
- SOME_TECH
- SOME_TECH_MK2
requiresBuyBaseFunc: #list of required base functions needed to buy this.
- SOME_BASE_FUNC_A
psiAttackName: STR_HIT_MELEE #string id of psi-amp attack name in the pop-up menu. Required to enable special attack.
primeActionName: STR_PRIME_GRENADE #string id of grenade prime action name in the pop-up menu. Required to enable prime action. Defulat value `STR_PRIME_GRENADE`;
primeActionMessage: STR_GRENADE_IS_ACTIVATED #string id of grenade prime action message.
unprimeActionName: ~ #string id of grenade unprime action name in the pop-up menu. Required to enable unprime action.
unprimeActionMessage: STR_GRENADE_IS_DEACTIVATED #string id of grenade unprime action message.
psiRequired: false #default based on weapon type, if `true` you need Psi Skill to use the weapon.
moraleRecovery: 10 #amount of recovered morale by medkit. Defailt `0`.
painKillerRecovery: 0 #how much missing health convert to morale. Default `1.0`.
allowSelfHeal: true #can medikit target user.
medikitType: 0 #change how medikit wroks, `0` default with UI, `1` fast heal, `2` fast stimulant, `3` fast pain killer.
isConsumable: false #check if medikit is consumable or primed granade not recoverable.
isExplodingInHands: false #item if primed will explode in hand, default is `fase`.
defaultInventorySlot: ~ #where place fixed weapon.
blockBothHands: false #do item require both hands to use?
fixedWeaponShow: true #if it's true then it will show fixed weapon on unit.
hitMissSound: 0 #override `hitSound` when any psi attack was unsuccessful.
meleeMissSound: 12 #override `meleeSound` when melee attack was unsuccessful.
psiSound: 0 #override `hitSound` when used for MC or Panic attack.
psiMissSound: 0 #override `hitMissSound` when used for MC or Panic attack.
hitMissAnimation: 0 #override `hitAnimation` when special psi attack was unsuccessful. Use `SMOKE.PCK`.
meleeMissAnimation: 0 #override `meleeMissAnimation` when melee, MC or Panic attack was unsuccessful. Use `HIT.PCK`.
psiAnimation: 0 #override `meleeAnimation` when used for MC or Panic attack. Use `HIT.PCK`.
psiMissAnimation: 0 #override `meleeMissAnimation` when MC or Panic attack was unsuccessful. Use `HIT.PCK`.
explosionHitSound: 2 #override default big explosion sound.
tags:
SOME_CUSTOM_TAG: 4 #user defined values used by script.
scripts:
recolorItemSprite: ~ #script that handle recoloring of each pixel in item sprite.
selectItemSprite: ~ #script that handle selecting graphic for item.
reactionWeaponAction: ~ #script that handle reacion to shoot, throw or melee from that weapon.
createItem: ~ #script call on creation of new item in battlespace.
newTurnItem: ~ #script call on each turn for all items in battlescape.
awardExperience: ~ #script that handle experiance grain from hiting unit.
ai:
useDelay: 3 #determine on what turn item can be used by aliens.
meleeHitCount: 25 #number of hits that AI try to do.
[/code]
[code]
armors:
- type: STR_ARMOR_TYPE #default config ...
fearImmune: false #default true for big units.
bleedImmune: false #default true for big units.
painImmune: false #default true for big units.
zombiImmune: false #ignored by big units.
overKill: 0.8 #when damage drops HPs to negative value greater than `overKill * maxHP` then the corpse is destroyed, default value is 0.50.
visibilityAtDay: 20 #default 20 for all.
visibilityAtDark: 9 #default 20 for aliens, 9 for humans.
personalLight: 15 #solder light radius.
specialWeapon: ALIEN_PSI_WEAPON #alien psi or melee attack.
builtInWeapons: #same as for units.
- STR_SOME_WEAPON
psiDefence: #used when attacked by psi-amp.
#default is `psiStrength` set to `1.0` and `psiSkill` set to `0.2`.
#...
#same stats like `damageBonus` in `items`.
#...
meleeDodge: #used when attacked by melee hit.
#default is `0.0`.
#...
#same stats like `damageBonus` in `items`.
#...
meleeDodgeBackPenalty: 0.2 #how much dodge unit lost when hit from behind. Default `0.0`.
recovery:
time: #amount of TU recovered each turn.
#default is `tu` set to `1.0`
#...
#same stats like `damageBonus` in `items`.
#...
energy: #amount of Energy recovered each turn.
#default is `energyRegen` set to `1.0`
#...
#same stats like `damageBonus` in `items`.
#...
energyRegen: 1.0 #special stat returning vanilia energy regen.
morale: #amount of Morale recovered each turn.
#default is `0.0`.
#...
#same stats like `damageBonus` in `items`.
#...
health: #amount of Health recovered each turn.
#default is `0.0`.
#...
#same stats like `damageBonus` in `items`.
#...
stun: #amount of Stun recovered each turn.
#default is `flatOne` set to `1.0`.
#...
#same stats like `damageBonus` in `items`.
#...
tags:
IS_THIS_NINJA: 1 #user defined values used by script.
scripts:
recolorUnitSprite: ~ #recolor script call for each pixel in unit sprite, used for corpse sprite too.
selectUnitSprite: ~ #sprite select script call for each body part.
reactionUnitAction: ~ #script used for handling reaction for unit performing action.
reactionUnitReaction: ~ #script used for handling reaction for unit reacting.
visibilityUnit: ~ #script that handle visibility test of other units, return value need be greater than zero to test be succesful. Second return value is used for distinguish between custom visibility modes, `null` is normal visibility.
hitUnit: ~ #script call when unit get hit by something, called before armor handling.
damageUnit: ~ #script call after armor handling, it handle damage to unit.
createUnit: ~ #script call on creation of new unit in battlescape.
newTurnUnit: ~ #script call on every turn for every unit in battlescape.
[/code]
[code]
soldiers:
- type: STR_SOLDIER_A
requiresBuyBaseFunc: #list of required base functions needed to buy this.
- SOME_BASE_FUNC_A
[/code]
[code]
crafts:
- type: STR_CRAFT_TYPE #default config ...
requiresBuyBaseFunc: #list of required base functions needed to buy this.
- SOME_BASE_FUNC_A
radarRange: 672 #craft radar range. Default `672`.
radarChance: 100 #craft radar dedection chance. Default `100`.
sightRange: 1696 #alien base dedection range. Default `1696`.
weapons: 4 #weapon number increased to 4.
weaponTypes: #definition of allowed weapon types in craft. Max 4 different types per slot.
- 0 #slot 1 accepts weapons with type 0. This is default.
- 0 #slot 2 accepts weapons with type 0.
- [0, 4, 13] #slot 3 accepts weapons with type 0, 4 and 13.
- 1 #slot 4 accepts weapons with type 1.
weaponStrings: #string ID used by geoscape craft status.
- STR_WEAPON_ONE
- STR_WEAPON_TWO
- STR_WEAPON_THREE
- STR_WEAPON_FOURTH
hitBonus: 0 #bonus percentage to all weapons hit chance. Range [0, 100].
avoidBonus: 0 #bonus percentage to craft dodge chance. Range [0, 100].
powerBonus: 0 #bonus percentage to all weapons damage. Range [0, 100].
armor: 0 #amount of blocked damage per hit.
[/code]
[code]
craftWeapons:
- type: STR_CRAFTWEAPON_TYPE #default config ...
weaponType: 1 #default value 0.
stats: #added to craft's stats.
fuelMax: 0 #additive bonus to craft stats.
damageMax: 0 #additive bonus to craft stats.
speedMax: 0 #additive bonus to craft stats.
accel: 0 #additive bonus to craft stats.
radarRange: 0 #additive bonus to craft stats.
radarChance: 0 #additive bonus to craft stats.
sightRange: 0 #additive bonus to craft stats.
hitBonus: 0 #bonus percentage to all weapons hit chance. Range [0, 100].
avoidBonus: 0 #bonus percentage to craft dodge chance. Range [0, 100].
powerBonus: 0 #bonus percentage to all weapons damage. Range [0, 100].
armor: 0 #amount of blocked damage per hit.
[/code]
[code]
ufos:
- type: STR_UFO_TYPE #default config ...
sightRange: 268 #xcom base dedection range. Default `268`.
hitBonus: 0 #bonus percentage to all weapons hit chance. Range [0, 100].
avoidBonus: 0 #bonus percentage to UFO dodge chance. Range [0, 100].
powerBonus: 0 #bonus percentage to all weapons damage. Range [0, 100].
armor: 0 #amount of blocked damage per hit.
craftCustomDeploy: STR_BATTLESHIP_1 #override craft default weapon deploy.
missionCustomDeploy: STR_TERROR_MISSION_2 #override mission defulat weapon deploy.
raceBonus: #bonus stats per race.
STR_SECTOID: #name of race that bonus apply.
damageMax: 0 #additive bonus to craft stats.
speedMax: 0 #additive bonus to craft stats.
accel: 0 #additive bonus to craft stats.
sightRange: 0 #additive bonus to craft stats.
hitBonus: 0 #bonus percentage to all weapon hit chance. Range [0, 100].
avoidBonus: 0 #bonus percentage to craft avoid chance. Range [0, 100].
powerBonus: 0 #bonus percentage to all weapon damage. Range [0, 100].
armor: 0 #amount of blocked damage per hit.
craftCustomDeploy: STR_BATTLESHIP_3 #override craft default weapon deploy.
missionCustomDeploy: STR_TERROR_MISSION_2 #override mission defulat weapon deploy.
[/code]
[code]
alienRaces:
- id: STR_SECTOID
retaliationMission: STR_ALIEN_RETALIATION #default mission spawn after destroing ufo.
retaliationAggression: 0 #chance modiffer to spawn retaliation mission.
baseCustomDeploy: STR_ALIEN_BASE_ASSAULT_2 #override alien base default weapon depoly.
baseCustomMission: STR_MIB_BASE #override alien base construction.
[/code]
[code]
alienDeployments:
- id: STR_SOMETHING
startingCondition: #from OXCE+
[/code]
[code]
itemCategories: #from OXCE+
- type:
replaceBy:
hidden:
listOrder:
[/code]
[code]
startingConditions: #from OXCE+
- type:
armorTransformations:
defaultArmor:
defaultItems:
allowedArmors:
allowedVehicles:
allowedItems:
allowedItemCategories:
allowedCraft:
[/code]
[code]
facilities:
- type: STR_SOME_FACILITY
buildCostItems:
STR_ITEM:
build: 10 #how many items of type `STR_ITEM` are require to build.
refund: 6 #how many items are returned when facility is dismantled.
provideBaseFunc: [ A ] #List of custom IDs that this bulding provide for base.
requiresBaseFunc: [ ] #List of custom IDs that are require to build this building in base.
forbidenBaseFunc: [ B ] #List of custom IDs that are forbiden by this building.
trainingRooms: 0 #Number of solder that can be train in that building, require langue strings.
refundValue: 0 #how much mony is returned when facility is dismantled.
[/code]
[code]
manufacture:
- type: STR_SOME_MANUFACTURE
requiresBaseFunc: [ A, C ] #List of custom IDs that are require to start production in base.
[/code]
[code]
research:
- type: STR_SOME_RESEARCH
requiresBaseFunc: [ W, K ] #List of custom IDs that are required to start this research in the base.
[/code]
[code]
terrains:
- name: CULTA
mapBlocks:
- name: SOMETHING
fuseTimers:
STR_GRANADE: [6, 16] #all items of that type will have set fuseTimer to random value in range [6, 16].
[/code]
[code]
lighting:
enhanced: 7 #flags for lighting system, final value = (`1` if enabled for tiles and fire) + (`2` if enabled for items) + (`4` if enabled for units). Default value `7`.
maxStatic: 20 #max range of fire and tile light radius. Affect overall game performace! Default `16`.
maxDynamic: 30 #max range of unit and item light radius. Affect overall game performace! Defulat `24`.
[/code]
[code]
mapScripts:
- type: CULTA
commands:
- type: addBlock
blocks: [1, 2, 3]
terrain: FOREST #Add map 1, 2, or 3 from terrain FOREST
- type: addLine
direction: vertical
rects:
- [1, 1, 4, 1]
terrain: URBAN #Add a road from terrain URBAN
- type: addUFO
terrain: MOUNT #UFO's LZ block will be from terrain MOUNT
- type: addCraft
terrain: JUNGLE #Player craft's LZ block will be from terrain JUNGLE
- type: fillArea
terrain: DESERT #Fill the rest of the map with map blocks from terrain DESERT
- type: URBAN
commands:
- type: addBlock
size: [2, 2, 4] # When using verticalLevels, definition of height is necessary
verticalLevels: # This block will be a series of maps stacked on top of each other, chosen randomly as with normal addBlock command
- type: ground # "ground" type maps are always placed first
groups: 6 # Pick the first block from group 6
size: [2, 2, 1] # Size in x and y must match the size of the block, vertical size definition is necessary for command to run properly
- type: middle # "middle" types are filler between "ground" and "ceiling," a list of all middle types is created to loop over to fill the vertical distance
groups: 7 # Pick a middle floor for this block from group 7
terrain: SOME_ALTERNATE_URBAN # It's possible to make each section a different terrain
size: [2, 2, 1]
- type: middle # This one is placed after the previous one, the command alternates back and forth between this and the previous to fill the size in z
blocks: [13, 14, 15]
size: [2, 2, 1]
- type: ceiling # Placed on top of all the other blocks
groups: 9
size: [2, 2, 1]
[/code]
[code]
globe:
textures:
- id: 0
baseTerrain: CULTA #If baseDefenseMapFromLocation is equal to one, this terrain can be used in conjunction with addBlockFromTerrain and fillAreaFrom terrain to populate empty squares on base defense maps
[/code]
[code]
baseDefenseMapFromLocation: 1 #If equal to one, the RNG will be seeded by the base's location when generating the map and returned to it's original value after
[/code]
[code]
ai:
useDelayBlaster: 3
useDelayFirearm: 0
useDelayGrenade: 3
useDelayMelee: 0
useDelayPsionic: 0
[/code]
[code]
extended:
tags: #definitions of user defined values used by script.
RuleItem: #used by `items` nodes.
SOME_CUSTOM_TAG: int
#avaiable types:
#`int` - natural number
#`RuleList` - name of other mod that is loaded. Accessed as id number in script. Have value -1 if mod with that name do not exists.
RuleArmor: #used by `armors` nodes.
IS_THIS_NINJA: int
scripts:
reactionUnitAction: #name of script that have enabled global events.
- offset: 1.2 #order in witch each global event is run.
code: | #script that will be called by event.
#some code
return 100;
[/code]
[code]
extraStrings:
- type: en-US
strings:
STR_NOT_ENOUGH_ITEMS: "Lack of {0} {1} items" #required when using `buildCostItems` in `facilities`. `{0}` is name of item, `{1}` is number of item we don't have.
STR_PHYSICAL_TRAINING: "Physical Training" #required when using `trainingRooms` in `facilities`.
STR_TRAINING: "Training" #required when using `trainingRooms` in `facilities`.
STR_REMAINING_TRAINING_FACILITY_CAPACITY: "REMAINING TRAINING CAPACITY> {ALT}{0}" #required when using `trainingRooms` in `facilities`.
STR_NOT_ENOUGH_MORALE: "You lack discipline!" #required when using item morale use cost.
STR_NOT_ENOUGH_HEALTH: "Not enough blood!" #required when using item health use cost.
STR_NOT_ENOUGH_STUN: "Too much pain!" #required when using item stun use cost.
STR_NO_USES_LEFT: "You can't use medi-kit" #required when using `medikitType`.
STR_NOT_ENOUGH_CRAFT_SPACE: "You can't fit it!" #required when you try change armor with 2x2 size and craft don't have space.
[/code]
Examples of script usage:
[code]
#special statements
someScriptCode: |
var int temp; #define variable of type `int` with name `temp`.
var int zero 42; #new variable with begining value of 42.
if OPERATION A B; #`OPERATION` can be: `lt` - less, `le` - less equal, `gt` - greater, `ge` - greater equal, `eq` - equal, `neq` - not equal
#some code 1
else OPERATION A B; #`else` can have same condition as first `if`.
#some code 2
else OPERATION A B; #you can repeat `else` with test multiple times.
#some code 3
else;
#final case, can be skipped.
end;
if or lt A B eq C D;
#you can write multiple operation with `or`.
#result will be true if any of this operation would return true.
end;
if and gt A B neq C D le E F;
#same for `and` but in this case all operation need be true.
end;
return B; #exit script with value of `B`.
[/code]
[code]
extended:
tags:
RuleArmor:
CORPSE_SWITCH_ENABLED: int
CORPSE_SWITCH_RESOURCES_MOD: RuleList
CORPSE_SWITCH_SPRITE_FLOOR_STUN: int
CORPSE_SWITCH_SPRITE_FLOOR_WOUND: int
CORPSE_SWITCH_SPRITE_FLOOR_DEAD: int
CORPSE_SWITCH_SPRITE_BIG_STUN: int
CORPSE_SWITCH_SPRITE_BIG_WOUND: int
CORPSE_SWITCH_SPRITE_BIG_DEAD: int
scripts:
selectItemSprite:
- offset: 1
code: |
#custom corpse graphic based on state of unit.
var int curr_hp;
var int curr_wounds;
var int temp;
var ptr BattleUnit unit;
var ptr RuleArmor armor;
item.getBattleUnit unit;
unit.getRuleArmor armor;
if neq armor null;
unit.getHealth curr_hp;
unit.getFatalwoundsTotal curr_wounds;
armor.getTag temp Tag.CORPSE_SWITCH_ENABLED;
if eq temp 1;
armor.getTag temp Tag.CORPSE_SWITCH_RESOURCES_MOD;
if eq blit_part blit_item_floor;
if le curr_hp 0;
armor.getTag sprite_index Tag.CORPSE_SWITCH_SPRITE_FLOOR_DEAD;
else gt curr_wounds 0;
armor.getTag sprite_index Tag.CORPSE_SWITCH_SPRITE_FLOOR_WOUND;
else;
armor.getTag sprite_index Tag.CORPSE_SWITCH_SPRITE_FLOOR_STUN;
end;
rules.getSpriteOffsetFloorob sprite_index temp;
return sprite_index;
else eq blit_part blit_item_big;
if le curr_hp 0;
armor.getTag sprite_index Tag.CORPSE_SWITCH_SPRITE_BIG_DEAD;
else gt curr_wounds 0;
armor.getTag sprite_index Tag.CORPSE_SWITCH_SPRITE_BIG_WOUND;
else;
armor.getTag sprite_index Tag.CORPSE_SWITCH_SPRITE_BIG_STUN;
end;
rules.getSpriteOffsetBigobs sprite_index temp;
return sprite_index;
end;
end;
end;
return sprite_index;
#enabling this functionality for unit
armors:
- type: STR_NONE_UC
tags:
CORPSE_SWITCH_ENABLED: 1 #1 enable this functionality for this unit, 0 disable
CORPSE_SWITCH_RESOURCES_MOD: current #to what mod sprites belongs to, `current` mean this mod.
CORPSE_SWITCH_SPRITE_FLOOR_STUN: 32
CORPSE_SWITCH_SPRITE_FLOOR_WOUND: 33
CORPSE_SWITCH_SPRITE_FLOOR_DEAD: 34
CORPSE_SWITCH_SPRITE_BIG_STUN: 42
CORPSE_SWITCH_SPRITE_BIG_WOUND: 43
CORPSE_SWITCH_SPRITE_BIG_DEAD: 44
[/code]
[code]
armors:
- type: PARROT_ARMOR
drawingRoutine: 4
scripts:
selectUnitSprite: |
#this script will always run move animation of unit.
var int temp;
var int walking;
unit.isWalking walking;
if eq walking 0;
unit.getId temp;
offsetmod temp 11 0 8; #desync animation of different units
add temp anim_frame;
wavegen_saw temp 8 8 7;
mul sprite_offset 8;
add sprite_offset 8;
add sprite_offset temp;
set sprite_index sprite_offset;
else;
add sprite_index sprite_offset;
end;
return sprite_index;
[/code]
[/examples]
[br/][br/]
[i]Links[/i]
Current working branch:[br/]
https://github.com/Yankes/OpenXcom/tree/OpenXcomExtended[br/]
[br/]
Download available on mod site (require latest nightly):[br/]
http://www.openxcom.com/mod/openxcom-extended[br/]
[br/]
Backup:[br/]
https://www.mediafire.com/folder/w07p0ibc985kd/OXCE[br/]
[br/]
Forum thread:[br/]
http://openxcom.org/forum/index.php?topic=2915.msg31641#msg31641[br/]
[br/]
[br/]
[i]Credits[/i]
Meridian for OXCE+ :)[br/]
stiansel for FOV speedup.[br/]
redv & WarBoy1982 for a couple of commits.[br/]
SolarusScorch for fixing language in readme.[br/]
SupSuper & WarBoy1982 & Daiky for OpenXcom :)[br/]
================================================
FILE: LICENSE.txt
================================================
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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
Copyright (C)
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
Copyright (C)
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
.
================================================
FILE: README-macOS.md
================================================
# Building for MacOS
## Dependencies
To successfully build an OpenXcom macOS bundle you will need relevant dependencies installed:
The dependencies you require are following:
- cmake, version 3.12.0 or later
- SDL (libsdl1.2)
- SDL_mixer (libsdl-mixer1.2)
- SDL_gfx (libsdl-gfx1.2), version 2.0.22 or later
- SDL_image (libsdl-image1.2)
CMake is used to configure the project. Download it [manually](https://cmake.org/download/) or install it with [Homebrew](https://brew.sh) (`brew install cmake`).
The easiest way of getting library dependencies is [MacPorts](https://www.macports.org/):
```sh
port -N install libsdl -compat +legacy libsdl_gfx libsdl_image libsdl_mixer
```
Following instructions assume MacPorts is installed in default prefix `/opt/local`. If you installed ports into different location, replace it.
## Building
This project has two ways to build: one with make and the other with Xcode. The make way is typically used for CI builds and produces a similar artifact as the Linux build. If you're just looking to get a quick build, this is a good way to do so. The Xcode way is useful if you're developing features (or bug fixes) and require the need for a debugger or an IDE experience.
### Make
1. In the root of the repository, generate the Makefile with cmake (Release is also a valid build type):
```
cmake -DCMAKE_BUILD_TYPE=Debug -DCMAKE_PREFIX_PATH=/opt/local -B build .
```
1. Copy the vanilla game assets (UFO/TFTD) into the build's `bin/` directory. If the game is next to the repo, cd into game and run:
```sh
cp -r GEODATA GEOGRAPH MAPS ROUTES SOUND TERRAIN UFOGRAPH UFOINTRO* UNITS ../OpenXcom/bin/UFO/
```
1. Build the project (2 being the number of threads to run):
```sh
cmake --build build -j2
```
1. Make sure that you set up your [Data directory](https://github.com/OpenXcom/OpenXcom#directory-locations) properly.
1. Your artifact will be named `openxcom.app` in the build target directory.
### Xcode
1. In the root of the repository, generate the XCode project file with cmake (Release is also a valid build type):
```sh
cmake -DCMAKE_BUILD_TYPE=Debug -DCMAKE_PREFIX_PATH=/opt/local -G Xcode -B build .
```
1. Open the `OpenXcom.xcodeproj` in Xcode.
1. Copy the vanilla game assets (UFO/TFTD) into the build's `bin/` directory.
1. Build with cmd-B
1. Your artifact will be named `openxcom.app` in the build target directory (Debug or Release).
## Additional Help
Should you require any further assistance regarding the macOS build - feel free to ask around on the official forums - https://openxcom.org/forum/ or contact us directly on GitHub - [@rcreasey](http://github.com/rcreasey)
================================================
FILE: README.md
================================================
# OpenXcom [![Workflow Status][workflow-badge]][actions-url]
[workflow-badge]: https://github.com/OpenXcom/OpenXcom/workflows/ci/badge.svg
[actions-url]: https://github.com/OpenXcom/OpenXcom/actions
OpenXcom is an open-source clone of the popular "UFO: Enemy Unknown" ("X-COM:
UFO Defense" in the USA release) and "X-COM: Terror From the Deep" videogames
by Microprose, licensed under the GPL and written in C++ / SDL.
See more info at the [website](https://openxcom.org)
and the [wiki](https://www.ufopaedia.org/index.php/OpenXcom).
Uses modified code from SDL\_gfx (LGPL) with permission from author.
## Installation
OpenXcom requires a vanilla copy of the X-COM resources -- from either or both
of the original games. If you own the games on Steam, the Windows installer
will automatically detect it and copy the resources over for you.
If you want to copy things over manually, you can find the Steam game folders
at:
UFO: "Steam\SteamApps\common\XCom UFO Defense\XCOM"
TFTD: "Steam\SteamApps\common\X-COM Terror from the Deep\TFD"
Do not use modded versions (e.g. with XcomUtil) as they may cause bugs and
crashes. Copy the UFO subfolders to the UFO subdirectory in OpenXcom's data
or user folder and/or the TFTD subfolders to the TFTD subdirectory in OpenXcom's
data or user folder (see below for folder locations).
## Mods
Mods are an important and exciting part of the game. OpenXcom comes with a set
of standard mods based on traditional XcomUtil and UFOExtender functionality.
There is also a [mod portal website](https://openxcom.mod.io/) with a thriving
mod community with hundreds of innovative mods to choose from.
To install a mod, go to the mods subdirectory in your user directory (see below
for folder locations). Extract the mod into a new subdirectory. WinZip has an
"Extract to" option that creates a directory whose name is based on the archive
name. It doesn't really matter what the directory name is as long as it is
unique. Some mods are packed with extra directories at the top, so you may
need to move files around inside the new mod directory to get things straighted
out. For example, if you extract a mod to mods/LulzMod and you see something
like:
mods/LulzMod/data/TERRAIN/
mods/LulzMod/data/Rulesets/
and so on, just move everything up a level so it looks like:
mods/LulzMod/TERRAIN/
mods/LulzMod/Rulesets/
and you're good to go! Enable your new mod on the Options -> Mods page in-game.
## Directory Locations
OpenXcom has three directory locations that it searches for user and game files:
Folder Type
Folder Contents
user
mods, savegames, screenshots
config
game configuration
data
UFO and TFTD data files, standard mods, common resources