Removed the very last of the image-related magic numbers (in source code).

The only magic numbers left now are related to positioning, image
sizing, and the remaining "data" files (the "planets" and "brief" ones).
At least, I'm pretty sure that's the case.
This commit is contained in:
onpon4 2016-01-06 20:35:37 -05:00
parent 4be080225b
commit 822ff849e4
18 changed files with 188 additions and 187 deletions

View File

@ -1,59 +0,0 @@
0 gfx/plasmaGreen.png
1 gfx/plasmaRed.png
2 gfx/rocket1.png
3 gfx/rocket2.png
4 gfx/explode1.png
5 gfx/explode2.png
6 gfx/explode3.png
7 gfx/explode4.png
8 gfx/explode05.png
9 gfx/explode06.png
10 gfx/explode07.png
11 gfx/explode08.png
12 gfx/explode9.png
13 gfx/explode10.png
14 gfx/explode11.png
15 gfx/explode12.png
16 gfx/explode13.png
17 gfx/explode14.png
18 gfx/explode15.png
19 gfx/explode16.png
20 gfx/elec1.png
21 gfx/elec2.png
22 gfx/elec3.png
23 gfx/elec4.png
24 gfx/dollar.png
25 gfx/rocket.png
26 gfx/heart.png
27 gfx/plasmaAmmo.png
28 gfx/plasmaRate.png
29 gfx/plasmaDamage.png
30 gfx/chainLink.png
31 gfx/mine.png
32 gfx/cargo1.png
33 gfx/greenDir.png
34 gfx/redDir.png
35 gfx/stunBolt.png
36 gfx/arrowNorth.png
37 gfx/arrowNorthEast.png
38 gfx/arrowEast.png
39 gfx/arrowSouthEast.png
40 gfx/arrowSouth.png
41 gfx/arrowSouthWest.png
42 gfx/arrowWest.png
43 gfx/arrowNorthWest.png
44 gfx/targetText.png
45 gfx/pod.png
46 gfx/ore1.png
47 gfx/ore2.png
48 gfx/ore3.png
49 gfx/rocketAmmo.png
50 gfx/superCharge.png
90 gfx/face_chris.png
91 gfx/face_sid.png
92 gfx/face_krass.png
93 gfx/face_kline.png
94 gfx/face_phoebe.png
95 gfx/face_ursula.png
96 gfx/face_crew.png
-1

View File

@ -998,10 +998,10 @@ bool alien_add()
(game.area == MISN_VENUS))
return 0;
signed char *alienArray;
signed char numberOfAliens = 1;
int *alienArray;
int numberOfAliens = 1;
alienArray = new signed char[8];
alienArray = new int[8];
switch(game.area)
{
@ -1100,7 +1100,7 @@ bool alien_add()
break;
}
signed char randEnemy = alienArray[rand() % numberOfAliens];
int randEnemy = alienArray[rand() % numberOfAliens];
if ((game.area != MISN_DORIM) &&
(game.area != MISN_SIVEDI) &&
@ -1728,7 +1728,7 @@ void alien_destroy(object *alien, object *attacker)
if (rand() % 100 <= alien->collectChance)
{
unsigned char value;
int value;
if ((rand() % 10) == 0)
alien->collectValue *= 2;

View File

@ -378,7 +378,7 @@ void cutscene_init(int scene)
}
bool showMessage = false;
signed char currentMessage = -1;
int currentMessage = -1;
int timer = 60 * 4;
screen_drawBackground();

View File

@ -34,7 +34,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
((x) + (y) < (a) ? ((b) - (a)) : 0) + \
((x) + (y) > (b) ? ((a) - (b)) : 0))
#define CHANCE(x) ((rand() % RAND_MAX) < ((x) * RAND_MAX))
#define RANDRANGE(x, y) (((x) < (y)) ? ((x) + (rand() % (long long)(1 + (y) - (x)))) : (x))
#define RANDRANGE(x, y) (((x) < (y)) ? ((x) + (rand() % (long)(1 + (y) - (x)))) : (x))
// Compile-time options
@ -97,7 +97,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#define WF_DISABLE 1024
#define WF_TIMEDEXPLOSION 2048
#define MAX_WEAPONS 20
#define MAX_CARGO 20
#define MAX_INFOLINES 3
#define MAX_EVENTS 20
@ -197,7 +196,8 @@ enum {
W_AIMED_SHOT,
W_SPREADSHOT,
W_IONCANNON,
W_DIRSHOCKMISSILE
W_DIRSHOCKMISSILE,
W_MAX
};
// Mission types

View File

@ -1011,6 +1011,9 @@ static void game_doAliens()
((rand() % 1000 < aliens[i].chance[0]) ||
(aliens[i].flags & FL_CONTINUOUS_FIRE)))
{
// FIXME: I'm pretty sure this is the line that's causing mobile energy ray cannons
// to fire off 5 plasma bullets. Need to find out exactly what
// this line is for and make the appropriate adjustments.
ship_fireBullet(&aliens[i], 0);
}
if ((aliens[i].reload[1] == 0) &&
@ -1641,7 +1644,7 @@ static void game_doHud()
{
int shieldColor = 0;
SDL_Rect bar;
signed char fontColor;
int fontColor;
char text[25];
screen_addBuffer(0, 20, screen->w, 25);

View File

@ -93,7 +93,7 @@ void gfx_blit(SDL_Surface *image, int x, int y, SDL_Surface *dest)
In 16 bit mode this is slow. VERY slow. Don't write directly to a surface
that constantly needs updating (eg - the main game screen)
*/
static int gfx_renderStringBase(const char *in, int x, int y, int fontColor, signed char wrap, SDL_Surface *dest)
static int gfx_renderStringBase(const char *in, int x, int y, int fontColor, int wrap, SDL_Surface *dest)
{
int i;
int splitword;
@ -389,7 +389,7 @@ SDL_Surface *gfx_createAlphaRect(int width, int height, Uint8 red, Uint8 green,
return surface;
}
void gfx_createMessageBox(SDL_Surface *face, const char *message, signed char transparent)
void gfx_createMessageBox(SDL_Surface *face, const char *message, int transparent)
{
int x = 60;

View File

@ -43,7 +43,7 @@ SDL_Surface *gfx_createSurface(int width, int height);
SDL_Surface *gfx_createTextSurface(const char *inString, int color);
void gfx_createTextObject(int index, const char *inString, int x, int y, int fontColor);
SDL_Surface *gfx_createAlphaRect(int width, int height, Uint8 red, Uint8 green, Uint8 blue);
void gfx_createMessageBox(SDL_Surface *face, const char *message, signed char transparent);
void gfx_createMessageBox(SDL_Surface *face, const char *message, int transparent);
SDL_Surface *gfx_loadImage(const char *filename);
void gfx_free();

View File

@ -225,7 +225,7 @@ will show their name and their current status
static bool intermission_showSystem(float x, float y, bool selectable)
{
SDL_Rect r;
signed char planet = 0;
int planet = 0;
int planetSpace = systemPlanet[planet].y;
bool rtn = false;
@ -555,6 +555,24 @@ int intermission()
{
int iconInfoY;
char string[25];
SDL_Rect r;
SDL_Rect destRect;
int distance = 0;
double interceptionChance;
int section = 1;
float sinX = 300;
float cosY = 300;
bool movePlanets = true;
int saveSlot = -1;
int rtn = 0;
bool redrawBackground = true;
gfx_free();
checkForBossMission(); // double check just to make sure!
@ -571,8 +589,6 @@ int intermission()
loadBackground(systemBackground[game.system]);
char string[25];
engine.cursor_x = screen->w / 2;
engine.cursor_y = screen->h / 2;
gfx_sprites[SP_CURSOR] = gfx_loadImage("gfx/cursor.png");
@ -629,11 +645,6 @@ int intermission()
engine.ssx = 0;
engine.ssy = 0;
SDL_Rect r;
SDL_Rect destRect;
int distance = 0;
double interceptionChance;
intermission_setStatusLines();
initShop();
intermission_setSystemPlanets();
@ -647,13 +658,6 @@ int intermission()
intermission_createOptions(optionsSurface);
intermission_createCommsSurface(commsSurface);
signed char section = 1;
float sinX = 300;
float cosY = 300;
bool movePlanets = true;
signed char saveSlot = -1;
// Remove the Supercharge, if it is there
if ((game.difficulty != DIFFICULTY_EASY) &&
(game.difficulty != DIFFICULTY_ORIGINAL))
@ -686,8 +690,6 @@ int intermission()
interceptionChance = 0;
}
int rtn = 0;
if ((engine.useAudio) && (engine.useMusic))
audio_playMusic("music/through_space.ogg", -1);
@ -715,8 +717,6 @@ int intermission()
strcpy(string, "Destination: None");
gfx_createTextObject(TS_DEST_PLANET, string, 550, 450, FONT_WHITE);
bool rescreen_drawBackground = true;
if (game.distanceCovered > 0)
section = 0;
else
@ -730,10 +730,10 @@ int intermission()
{
renderer_update();
if (rescreen_drawBackground)
if (redrawBackground)
{
screen_drawBackground();
rescreen_drawBackground = false;
redrawBackground = false;
}
else
{
@ -889,7 +889,7 @@ int intermission()
gfx_createTextObject(TS_CURRENT_PLANET, string, 90, 450, FONT_WHITE);
intermission_updateCommsSurface(commsSurface);
section = 1;
rescreen_drawBackground = true;
redrawBackground = true;
saveGame(0);
}
else if (interceptionChance > 0)
@ -910,64 +910,111 @@ int intermission()
if (section != 8)
{
for (int i = 0 ; i < 8 ; i++)
if ((game.stationedPlanet == game.destinationPlanet) &&
(!systemPlanet[game.stationedPlanet].missionCompleted))
screen_blit(gfx_sprites[SP_START_MISSION], 80, 500);
else if (game.stationedPlanet != game.destinationPlanet)
screen_blit(gfx_sprites[SP_GOTO], 80, 500);
screen_blit(gfx_sprites[SP_MAP], 170, 500);
screen_blit(gfx_sprites[SP_STATUS], 260, 500);
screen_blit(gfx_sprites[SP_SAVE], 350, 500);
screen_blit(gfx_sprites[SP_SHOP], 440, 500);
screen_blit(gfx_sprites[SP_COMM], 530, 500);
screen_blit(gfx_sprites[SP_OPTIONS], 620, 500);
screen_blit(gfx_sprites[SP_EXIT], 710, 500);
if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 80, 500, 32, 32) &&
((game.stationedPlanet != game.destinationPlanet) ||
(!systemPlanet[game.stationedPlanet].missionCompleted)))
{
// if the mission has been completed, there is no
// "Start Next Mission" icon
if (i == 0)
{
if ((game.stationedPlanet == game.destinationPlanet) &&
(systemPlanet[game.stationedPlanet].missionCompleted != 0))
continue;
else if (game.stationedPlanet == game.destinationPlanet)
screen_blit(gfx_sprites[SP_START_MISSION], 80 + (i * 90), 500);
else if (game.stationedPlanet != game.destinationPlanet)
screen_blit(gfx_sprites[SP_GOTO], 80 + (i * 90), 500);
}
if (game.stationedPlanet == game.destinationPlanet)
screen_blitText(TS_INFO_START_MISSION);
else
screen_blitText(TS_INFO_GOTO);
if ((engine.keyState[KEY_FIRE]))
{
screen_blit(gfx_sprites[i + 1], 80 + (i * 90), 500);
redrawBackground = true;
section = 0;
engine.keyState[KEY_FIRE] = 0;
}
}
else if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 170, 500, 32, 32))
{
screen_blitText(TS_INFO_MAP);
if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 80 + (i * 90), 500, 32, 32))
if ((engine.keyState[KEY_FIRE]))
{
switch (i)
{
case 0:
if (game.stationedPlanet == game.destinationPlanet)
screen_blitText(TS_INFO_START_MISSION);
else
screen_blitText(TS_INFO_GOTO);
break;
case 1:
screen_blitText(TS_INFO_MAP);
break;
case 2:
screen_blitText(TS_INFO_STATUS);
break;
case 3:
screen_blitText(TS_INFO_SAVE_GAME);
break;
case 4:
screen_blitText(TS_INFO_SHOP);
break;
case 5:
screen_blitText(TS_INFO_COMMS);
break;
case 6:
screen_blitText(TS_INFO_OPTIONS);
break;
case 7:
screen_blitText(TS_INFO_EXIT);
break;
}
redrawBackground = true;
section = 1;
engine.keyState[KEY_FIRE] = 0;
}
}
else if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 260, 500, 32, 32))
{
screen_blitText(TS_INFO_STATUS);
if ((engine.keyState[KEY_FIRE]))
{
rescreen_drawBackground = true;
section = i;
engine.keyState[KEY_FIRE] = 0;
}
if ((engine.keyState[KEY_FIRE]))
{
redrawBackground = true;
section = 2;
engine.keyState[KEY_FIRE] = 0;
}
}
else if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 350, 500, 32, 32))
{
screen_blitText(TS_INFO_SAVE_GAME);
if ((engine.keyState[KEY_FIRE]))
{
redrawBackground = true;
section = 3;
engine.keyState[KEY_FIRE] = 0;
}
}
else if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 440, 500, 32, 32))
{
screen_blitText(TS_INFO_SHOP);
if ((engine.keyState[KEY_FIRE]))
{
redrawBackground = true;
section = 4;
engine.keyState[KEY_FIRE] = 0;
}
}
else if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 530, 500, 32, 32))
{
screen_blitText(TS_INFO_COMMS);
if ((engine.keyState[KEY_FIRE]))
{
redrawBackground = true;
section = 5;
engine.keyState[KEY_FIRE] = 0;
}
}
else if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 620, 500, 32, 32))
{
screen_blitText(TS_INFO_OPTIONS);
if ((engine.keyState[KEY_FIRE]))
{
redrawBackground = true;
section = 6;
engine.keyState[KEY_FIRE] = 0;
}
}
else if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 710, 500, 32, 32))
{
screen_blitText(TS_INFO_EXIT);
if ((engine.keyState[KEY_FIRE]))
{
redrawBackground = true;
section = 7;
engine.keyState[KEY_FIRE] = 0;
}
}
}

View File

@ -168,7 +168,7 @@ void saveGame(int slot)
engine.keyState[KEY_FIRE] = 0;
}
void createSavesSurface(SDL_Surface *savesSurface, signed char clickedSlot)
void createSavesSurface(SDL_Surface *savesSurface, int clickedSlot)
{
int y = 10;
@ -229,7 +229,7 @@ Displays the save slot available. For use with an interface that
has the cursor enabled. It returns the index number of the slot clicked
so that the function invoking it can perform a load or save on that slot.
*/
int showSaveSlots(SDL_Surface *savesSurface, signed char saveSlot)
int showSaveSlots(SDL_Surface *savesSurface, int saveSlot)
{
int clickedSlot = -1;

View File

@ -23,7 +23,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
extern int initSaveSlots();
extern bool loadGame(int slot);
extern void saveGame(int slot);
extern void createSavesSurface(SDL_Surface *savesSurface, signed char clickedSlot);
extern int showSaveSlots(SDL_Surface *savesSurface, signed char saveSlot);
extern void createSavesSurface(SDL_Surface *savesSurface, int clickedSlot);
extern int showSaveSlots(SDL_Surface *savesSurface, int saveSlot);
#endif

View File

@ -23,7 +23,7 @@ Planet systemPlanet[10];
mission currentMission;
static mission missions[MISN_MAX];
void initPlanetMissions(signed char system)
void initPlanetMissions(int system)
{
for (int i = 0 ; i < 10 ; i++)
{
@ -639,7 +639,7 @@ bool allMissionsCompleted()
}
}
signed char remaining;
int remaining;
bool add = false;
bool allDone = true;

View File

@ -23,7 +23,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
extern Planet systemPlanet[10];
extern mission currentMission;
extern void initPlanetMissions(signed char system);
extern void initPlanetMissions(int system);
extern void checkForBossMission();
extern void updateSystemStatus();
extern void setMission(int mission);

View File

@ -240,7 +240,7 @@ void loadGameGraphics()
}
}
for (int i = 0 ; i < MAX_WEAPONS ; i++)
for (int i = 0 ; i < W_MAX ; i++)
{
weapon[i].image[0] = gfx_sprites[weapon[i].imageIndex[0]];
weapon[i].image[1] = gfx_sprites[weapon[i].imageIndex[1]];

View File

@ -95,16 +95,16 @@ void ship_fireBullet(object *ship, int weaponType)
}
else
{
if(theWeapon->ammo[0] & 1)
if (theWeapon->ammo[0] & 1)
bullet_add(theWeapon, ship, y * 3, 0);
if(theWeapon->ammo[0] >= 2)
if (theWeapon->ammo[0] >= 2)
{
bullet_add(theWeapon, ship, y * 2, 0);
bullet_add(theWeapon, ship, y * 4, 0);
}
if(theWeapon->ammo[0] >= 4)
if (theWeapon->ammo[0] >= 4)
{
bullet_add(theWeapon, ship, y * 1, 0);
bullet_add(theWeapon, ship, y * 5, 0);

View File

@ -20,7 +20,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "Starfighter.h"
static ShopItem shopItems[SHOP_MAX];
static signed char shopSelectedItem;
static int shopSelectedItem;
static void sell(int i);
@ -142,6 +142,9 @@ static void adjustShopPrices()
static void drawShop()
{
char description[100];
int icons = SHOP_MAX;
adjustShopPrices();
for (int i = 0 ; i < SHOP_S_MAX ; i++)
@ -198,7 +201,6 @@ static void drawShop()
break;
}
char description[100];
strcpy(description, "");
gfx_renderString("Primary Weapon", 10, 3, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]);
@ -237,8 +239,6 @@ static void drawShop()
gfx_renderString("Secondary Weapons", 260, 62, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_CATALOG]);
signed char icons = SHOP_MAX;
if (game.system == 0)
icons = SHOP_DOUBLE_ROCKETS + 1;
else if (game.system == 1)
@ -1016,7 +1016,9 @@ static void sell(int i)
void showShop()
{
screen_blit(gfx_shopSprites[SHOP_S_PRIMARY], 20, 395);
int icons = SHOP_MAX;
screen_blit(gfx_shopSprites[SHOP_S_PRIMARY], 20, 395);
screen_blit(gfx_shopSprites[SHOP_S_POWERUP], 275, 395);
screen_blit(gfx_shopSprites[SHOP_S_SECONDARY], 530, 395);
screen_blit(gfx_shopSprites[SHOP_S_CATALOG], 100, 180);
@ -1031,8 +1033,6 @@ void showShop()
screen_blit(gfx_sprites[SP_FIREFLY], 380, 95);
signed char icons = SHOP_MAX;
if (game.system == 0)
icons = SHOP_DOUBLE_ROCKETS + 1;
else if (game.system == 1)

View File

@ -19,7 +19,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "Starfighter.h"
static signed char showGameMenu(signed char continueSaveSlot)
static int showGameMenu(int continueSaveSlot)
{
screen_blitText(TS_START_NEW_GAME);
if (continueSaveSlot != -1)
@ -45,9 +45,9 @@ static signed char showGameMenu(signed char continueSaveSlot)
return 5;
}
static signed char showLoadMenu()
static int showLoadMenu()
{
signed char rtn = 1;
int rtn = 1;
for (int i = TS_SAVESLOT_0 ; i <= TS_SAVESLOT_5 ; i++)
{
@ -85,7 +85,7 @@ static void createDifficultyMenu()
-1, screen->h / 3 + 70, FONT_WHITE);
}
static signed char showDifficultyMenu()
static int showDifficultyMenu()
{
gfx_textSprites[TS_BACK_TO_MAIN_MENU].y = screen->h / 3 + 110;
@ -127,7 +127,7 @@ static void createOptionsMenu()
-1, screen->h / 3 + 110, FONT_WHITE);
}
static signed char showOptionsMenu()
static int showOptionsMenu()
{
gfx_textSprites[TS_BACK_TO_MAIN_MENU].y = screen->h / 3 + 150;
@ -171,7 +171,7 @@ static void createCheatMenu()
-1, screen->h / 3 + 110, FONT_WHITE);
}
static signed char showCheatMenu()
static int showCheatMenu()
{
gfx_textSprites[TS_BACK_TO_MAIN_MENU].y = screen->h / 3 + 150;
@ -190,6 +190,25 @@ This is the main title screen, with the stars whirling past and the
*/
int doTitle()
{
int continueSaveSlot;
int prx;
int pry;
int sfx;
int sfy;
int then;
int now;
int redGlow = 255;
int redDir = -2;
char buildVersion[25];
int selectedOption = 1;
bool skip = false;
int listLength = 5; // menu list length
int menuType = MENU_MAIN;
game_init();
engine.gameSection = SECTION_TITLE;
@ -208,7 +227,7 @@ int doTitle()
renderer_update();
screen_clear(black);
signed char continueSaveSlot = initSaveSlots();
continueSaveSlot = initSaveSlots();
loadBackground("gfx/spirit.jpg");
@ -216,11 +235,11 @@ int doTitle()
prlogo = gfx_loadImage("gfx/prlogo.png");
sflogo = gfx_loadImage("gfx/sflogo.png");
int prx = ((screen->w - prlogo->w) / 2);
int pry = ((screen->h - prlogo->h) / 2);
prx = ((screen->w - prlogo->w) / 2);
pry = ((screen->h - prlogo->h) / 2);
int sfx = ((screen->w - sflogo->w) / 2);
int sfy = ((screen->h - sflogo->h) / 3);
sfx = ((screen->w - sflogo->w) / 2);
sfy = ((screen->h - sflogo->h) / 3);
gfx_createTextObject(TS_PRESENTS, "PRESENTS",
-1, screen->h / 2, FONT_WHITE);
@ -251,8 +270,7 @@ int doTitle()
engine.smx = 0;
engine.smy = 0;
int then = SDL_GetTicks();
int now;
then = SDL_GetTicks();
for (int i = 0 ; i < 15 ; i++)
{
@ -267,9 +285,6 @@ int doTitle()
aliens[i].face = 0;
}
int redGlow = 255;
signed char redDir = -2;
char buildVersion[25];
sprintf(buildVersion, "Version "VERSION);
SDL_Rect optionRec;
@ -279,14 +294,9 @@ int doTitle()
optionRec.h = 22;
optionRec.w = 215;
signed char selectedOption = 1;
if (continueSaveSlot > -1)
{selectedOption = 3; optionRec.y += 40;}
bool skip = false;
signed char listLength = 5; // menu list length
signed char menuType = MENU_MAIN;
screen_drawBackground();
engine.done = 0;

View File

@ -19,7 +19,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "Starfighter.h"
object weapon[MAX_WEAPONS];
object weapon[W_MAX];
/*
A list of predefined weaponary.

View File

@ -1,7 +1,7 @@
/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011 Guus Sliepen
Copyright (C) 2015 onpon4 <onpon4@riseup.net>
Copyright (C) 2015, 2016 onpon4 <onpon4@riseup.net>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
@ -20,7 +20,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef WEAPONS_H
#define WEAPONS_H
extern object weapon[MAX_WEAPONS];
extern object weapon[W_MAX];
extern void initWeapons();