Removed choice of targeting systems.
This is silly. I can see that someone decided to restrict targeting to one ship as a difficulty setting, but that's not a very good way to achieve different levels of difficulty. Also added more music and slowed down RE.ogg.
This commit is contained in:
parent
9b814979f9
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491bb2641b
BIN
music/RE.ogg
BIN
music/RE.ogg
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@ -1,3 +1,6 @@
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http://opengameart.org/content/walking-among-androids-20
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walking_among_androids.ogg
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http://opengameart.org/content/through-space
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through_space.ogg
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@ -20,4 +23,7 @@ http://opengameart.org/content/fast-high-music
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RE.ogg
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http://opengameart.org/content/stereotypical-90s-space-shooter-music
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death.ogg
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death.ogg
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http://opengameart.org/content/rise-of-spirit
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rise_of_spirit.ogg
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@ -489,10 +489,6 @@ void setTarget(int index)
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engine.targetIndex = index;
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engine.targetShield = 85;
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engine.targetShield /= enemy[index].shield;
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engine.targetArrowTimer = -1;
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if (currentGame.area == 10)
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engine.targetArrowTimer = 0;
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}
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void initAliens()
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@ -349,8 +349,6 @@ static void destroyAlien(object *bullet, object *theEnemy)
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if (theEnemy->classDef == CD_ASTEROID)
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{
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theEnemy->shield = -999;
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if ((currentGame.area == 10) && (theEnemy != &enemy[0]) && (currentMission.completed1[0] == 0) && (currentMission.targetValue1[1] == 1))
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engine.targetArrowTimer = 120;
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}
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if ((theEnemy->classDef == CD_KRASS) && (bullet->owner == &player))
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@ -60,8 +60,6 @@ void defineGlobals()
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engine.minutes = 0;
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engine.paused = false;
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engine.gameSection = SECTION_TITLE;
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engine.targetArrowTimer = 0;
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engine.cheat = false;
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engine.cheatShield = false;
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@ -42,7 +42,7 @@ void initVars()
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if (engine.useAudio)
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{
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Mix_Volume(-1, 25);
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Mix_Volume(-1, 50);
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Mix_VolumeMusic((int)engine.musicVolume);
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}
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}
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15
src/misc.cpp
15
src/misc.cpp
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@ -117,15 +117,12 @@ static void doArrow(int i)
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blit(shape[arrow], x, y);
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if(i != engine.targetIndex)
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if (i != engine.targetIndex)
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return;
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if(engine.targetArrowTimer == 0 || textShape[3].life > 0)
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if (textShape[3].life > 0)
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return;
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if (engine.targetArrowTimer > 0)
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engine.targetArrowTimer--;
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if (sxy == sx) {
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x -= x > screen->w / 2 ? 5 + shape[44]->w : -5 - shape[arrow]->w;
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y -= (shape[44]->h - shape[arrow]->h) / 2;
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@ -177,12 +174,8 @@ void doInfo()
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textSurface(38, text, 90, 21, FONT_WHITE);
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blitText(38);
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if (engine.targetArrowTimer < -1) {
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for (int i = 0; i < MAX_ALIENS; i++)
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doArrow(i);
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} else if (engine.targetArrowTimer != 0) {
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doArrow(engine.targetIndex);
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}
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for (int i = 0; i < MAX_ALIENS; i++)
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doArrow(i);
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fontColor = FONT_WHITE;
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if (player.ammo[0] > 0)
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@ -186,35 +186,6 @@ void doPlayer()
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engine.keyState[KEY_PAUSE] = 0;
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}
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if ((engine.keyState[KEY_TARGET]) && (currentGame.area != 10))
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{
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if (engine.targetArrowTimer == -1 && currentGame.difficulty < DIFFICULTY_HARD) {
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engine.targetArrowTimer = -2;
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setInfoLine("Showing all targets", FONT_WHITE);
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} else if (engine.targetArrowTimer < 0) {
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engine.targetArrowTimer = 0;
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setInfoLine("Disabled target arrows", FONT_WHITE);
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} else {
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engine.targetArrowTimer = -1;
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setInfoLine("Showing mission target", FONT_WHITE);
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}
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engine.keyState[KEY_TARGET] = 0;
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}
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if ((engine.missionCompleteTimer == 0) && (engine.targetArrowTimer == -1))
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{
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if ((enemy[engine.targetIndex].shield < 1) && (currentGame.area != 10))
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{
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engine.targetIndex = rand() % MAX_ALIENS;
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if (enemy[engine.targetIndex].flags & FL_FRIEND)
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engine.targetIndex = 0;
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else
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setTarget(engine.targetIndex);
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}
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}
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if (((currentGame.area == 18) && (enemy[WC_BOSS].shield > 0)) || (currentGame.area == 24))
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player.face = 0;
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@ -309,8 +280,6 @@ static enum keys mapkey(uint32_t code) {
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return KEY_FIRE;
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case SDLK_SPACE:
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return KEY_ALTFIRE;
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case SDLK_t:
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return KEY_TARGET;
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case SDLK_LSHIFT:
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case SDLK_RSHIFT:
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return KEY_SWITCH;
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@ -373,9 +342,6 @@ void getPlayerInput()
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case 2:
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engine.keyState[KEY_SWITCH] = engine.event.jbutton.state;
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break;
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case 3:
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engine.keyState[KEY_TARGET] = engine.event.jbutton.state;
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break;
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}
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break;
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@ -211,7 +211,6 @@ enum keys {
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KEY_RIGHT,
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KEY_FIRE,
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KEY_ALTFIRE,
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KEY_TARGET,
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KEY_SWITCH,
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KEY_PAUSE,
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KEY_ESCAPE,
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@ -256,7 +255,6 @@ struct globalEngineVariables {
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float targetShield;
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signed char targetIndex;
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int targetArrowTimer;
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// Mission completion timer (allows for 4 seconds before leaving sector)
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unsigned long missionCompleteTimer;
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@ -189,7 +189,7 @@ int doTitle()
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signed char continueSaveSlot = initSaveSlots();
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loadMusic("music/Platinum.mod");
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loadMusic("music/walking_among_androids.ogg");
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loadBackground("gfx/spirit.jpg");
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@ -656,7 +656,7 @@ void doCredits()
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freeGraphics();
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if ((engine.useMusic) && (engine.useAudio))
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loadMusic("music/Solace.s3m");
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loadMusic("music/rise_of_spirit.ogg");
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FILE *fp;
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int numberOfCredits = 0;
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