In many places strings were initialised with strcpy(string, "") right
before the string was overwritten by another function. In the few cases
where this really might have been useful, just use a static initialiser.
Right after arriving at the destination planet, the code would do one more
check for a possible interception. The chance of this happening is small, but
if it happened, it would leave the game in an inconsistent state. This might
have caused the game to immediately start a real mission, which would loop
indefinitely.
Commit f51dbd0669 changed the way of generating
images of ships taking damage, and assumed that the SDL_Surfaces containing the
images were always 24 or 32 bpp. However, SDL will already have converted them
to the display format, so we need to properly handle 8 and 16 bpp as well.
Before, all the ships were moving at exactly the same speed, making them appear
static on screen. Now, Chris is moving slowly to the right, but the WEAPCO
fighters are changing velocity now and then, both horizontally and vertically,
never quite reaching Chris but increasing their attempts.
When travelling between planets, while the progress bar was growing, it was
possible to click on planets, thereby changing the final destination planet.
The old technique was to overlay a semi-transparent red rectangle over an
existing ship image, and then make 50% red pixels transparent. For some reason,
the transparency is not working correctly. Instead, don't overlay anything,
but set the red component of all non-black pixels to the maximum value.
The code always tries to overwrite some data files when not using a .pak
file. This is only useful for upstream development. Put #ifdefs around
this code.
- We now have both minPlasma* and maxPlasma* variables.
- *PlasmaRate now goes from 1 to 5 just like Damage and Output.
- Internally, plasma now goes into the primary weapon, there is no
temporary weapon anymore.
- When upgrading the primary weapon, the new minimum amount of Damage,
Output and Rate immediately goes into effect when starting the next
msision.
- Super Charge now works exactly the same again as in the original.
- But shows blinkenlights in the bottom status bar when it is in use.
There were three flags, WF_STRAIGHT, WF_THIN_SPREAD and WF_WIDE_SPREAD,
when only one flag, WF_SPREAD suffices. This makes the code simpler and
gets rid of some duplication.
Put the maximum amount of rockets that can be caried in the description, and
also adjust the amount of rocket pods one has when buying a secondary weapon.
The laser and charge beam will remove all rocket capacity. To soften the blow,
you get at least capacity for 5 rockets when buying homing missile systems,
or 10 when buying normal missile system.
Before, if a value was over one of the limits, it would be set to the
other limit. For most usecases, that was fine, however for the starfield
this would cause stars to become aligned to each other after a while.
All functions and variables are now defined in graphics.cpp.
Before, the functions would be compiled again and again for every source
file, now it is compiled only once, halving the size of the stripped
starfighter binary.