Commit Graph

97 Commits

Author SHA1 Message Date
onpon4 6c52a63bc3 Removed the code that caused you to briefly stop when you finished Ellesh.
This was just really weird-looking and had no particular benefit.
I guess theoretically you can use the couple of seconds to grab stuff
you missed, but in practice, there usually isn't much stuff there.
2016-01-08 16:56:07 -05:00
onpon4 0fb6e85eb6 Changed the target in the Poswic mission to Sid.
Sure, the escort is what you're supposedly after, but it's
invincible, and your real priority is to protect Sid. It helps that
it now says "Sid" when Sid is the target; that should prevent
any possible confusion. :)
2016-01-08 16:43:41 -05:00
onpon4 75029e45ee Fixed being able to get hurt after the mission is over.
There were two problems:

1. Some areas did not have any code to protect against this.

2. In one area that did have such code, it was malformed, and actually
   caused the "no damage" cheat to be negated after the mission was
   completed.

Both have been fixed.
2016-01-08 16:36:20 -05:00
onpon4 62d14c57f0 Added special target text for Kline. 2016-01-08 11:09:13 -05:00
onpon4 f8e23ab061 Added special target text when Sid or Phoebe is the target.
This is because it may not be obvious that Sid or Phoebe is the
target now that the indicator for them says their names.
2016-01-08 10:52:34 -05:00
onpon4 efc2311f7a Added special indicators for Sid, Phoebe, and Ursula. 2016-01-08 10:31:01 -05:00
onpon4 401a306793 Added green versions of arrows for friendly ships. 2016-01-08 09:39:12 -05:00
onpon4 79bbe56849 Replaced the previous arrow positioning with a more simplistic one.
The previous one positioned the arrows based on the difference between
their X distance and Y distance; objects that were further away
would be closer to the center. However, the code was confusing, and
a major practical effect of this was it was impossible to really know
exactly where an object was.

This new, simpler method makes aiming at targets that are off-screen
feasible, and it also utilizes the diagonal arrows.
2016-01-08 09:12:07 -05:00
onpon4 33a92b2294 Removed the code that actively prevented the "Target" text from showing.
It was triggered whenever there was a message being displayed.
Thing is, there's no legitimate reason to do this. It doesn't ever
obscure the radio message, and there wasn't some technical limitation
in place. It just did it... just because.
2016-01-07 23:15:01 -05:00
onpon4 e7abfe30a6 Fixed the bug that caused mobile rays to shoot bullets.
This was a strange cause, and I wonder why it happened. Quite simply,
there was an assumption in the code that any alien's primary weapon
was a bullet, despite the fact that the secondary weapon code could
handle any weapon, including bullets. I've fixed this by getting rid
of the special primary weapon mechanism; the one for the secondary
weapons is used on primary weapons as well.
2016-01-07 19:01:25 -05:00
onpon4 6dad38bd20 Made powerups in Classic difficulty behave the same as the original.
There are two aspects to this:

1. They now simply make sure your plasma ammo is at a minimum of
   50, rather than adding to your plasma ammo as in the other
   difficulties.

2. Added a simulation of a bug in Starfighter 1.1 which caused
   each aspect of the Supercharge to be lost when you picked up
   a different associated powerup. Even though this was a bug,
   without it, the Supercharge becomes extraordinarily more
   game-breaking, since it's the only thing that sort of limits
   its longevity.
2016-01-07 06:44:03 -05:00
onpon4 f7aab48a56 Revert "Added usage of plasma ammo by the charger cannon."
This reverts commit 05e645aeff.
2016-01-07 05:36:49 -05:00
onpon4 05e645aeff Added usage of plasma ammo by the charger cannon.
This should add some much-needed depth to the tacticality of the
weapon. It's not much: it takes 5 plasma cells to fully charge the
cannon. But it does eliminate the previous effect where the charger
was always preferable over plasma bullets; it's still preferable in
a lot of circumstances, but for smaller ships, it's now typically
better to use plain old plasma ammo. It also limits the amount of
times the charger can be used.
2016-01-06 21:56:53 -05:00
onpon4 cac29f72a2 Fixed positioning of mine explosions.
Accidentally put "x" instead of "y". Whoops! Fixed now.
2016-01-06 20:49:02 -05:00
onpon4 822ff849e4 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.
2016-01-06 20:35:37 -05:00
onpon4 4be080225b Fixed more magic numbers.
God, this one was definitely the biggest headache of all of the
magic number erasing. Never did I expect such cryptic problems.

The first problem was that the entirety of the player's weapon
struct was a part of the save file, *including the weapon's "image
indexes"*. Since the indexes have been changed, and the originally
used one is now unavailable when it's requested, this was causing
a segfault later on. Had to fix this by setting the image index
when the game is loaded.

The second problem was related to another bug I've been confused
about for years: the one that causes mobile rays to fire 5 green
shots. The entire reason those shots were green was because
the weapon's image indexes were undefined, and *that was causing
them to default to 0*. 0 was simply the index of green plasma.
Of course, though, now attempting to use that image causes a
segfault, so for now, I've fixed this by changing the image index
of the mobile rays to the red plasma bolts.

There are still some magic numbers left, related to the intermission
screen. But the hardest part is now done, thank God.
2016-01-05 22:12:29 -05:00
onpon4 97f1f441c2 Removed more magic numbers. 2016-01-05 06:44:26 -05:00
onpon4 5acc9f37f3 Moved cutscenes to C. 2016-01-04 20:17:06 -05:00
onpon4 0da184f424 Moved the ship image definitions to C code.
Now, this has an unfortunate effect of screwing up cutscenes. I'll
fix that by moving cutscene definitions to C as well.
2016-01-04 16:34:29 -05:00
onpon4 697a302fc6 Some cleanup I forgot to do in gfx.cpp. 2016-01-03 22:39:16 -05:00
onpon4 05323ed1fb Added code to handle different resolutions during missions.
This is capable of handling any resolution which is at least 640x360.
Actually, resolutions a bit smaller than that can be handled. No
manual adjustment is necessary. :)

Now, the intermission screen needs to be fixed...
2016-01-03 20:30:54 -05:00
onpon4 56240606e9 Changed all the magic number ship indexes to named ship indexes.
Also, now that the magic numbers are gone, I was able to get rid of
all the hardsetting of numbers for the special ship indexes (which
was only in place to avoid breaking the magic numbers).
2016-01-03 16:20:22 -05:00
onpon4 7677aa24f1 Reduced the amount of extra money classic difficulty gives. 2016-01-03 15:54:26 -05:00
onpon4 e5e7d6b9c4 Some cleanup. 2016-01-03 14:31:39 -05:00
onpon4 16473a715f Moved alien definitions from ".dat" files to alien.cpp.
Like "scripts", these definitions in text files make absolutely no
sense. They are completely unreadable, and Starfighter's engine is
inflexible anyway.
2016-01-03 14:14:31 -05:00
onpon4 e258921987 Moved all "script" files to C code.
I'm going to do this for all of the stuff in the "data" directory.
It was obviously an attempt to make Starfighter more flexible
somehow, but it fails at that entirely. More importantly, these
things are both unreadable and easy to make mistakes on. Simple
C code is much easier to read.

The only disadvantage is that recompiling is now needed to change
the "scripts", but considering that they had hidden limits and
no one was making custom missions to begin with, I don't consider
this to be a real loss.
2016-01-02 22:37:44 -05:00
onpon4 ce94477b70 More cleanup. 2016-01-02 16:59:48 -05:00
onpon4 651a7f55fb Did some more cleanup, removing more "shape" magic numbers. 2015-12-31 10:47:27 -05:00
onpon4 17b5f60958 More cleanup. Also rewrote the method of frame delaying a bit.
I rewrote the method because what it was doing was so confusing, I
couldn't figure out whether it actually worked right or not. I think
it did, and it's only 2/3 of a milllisecond anyway (not noticeable
at all), but this new way of writing it is much clearer.
2015-11-06 21:35:07 -05:00
onpon4 7694d668ff More cleanup. 2015-11-06 19:43:34 -05:00
onpon4 cce6d11510 More cleanup. 2015-11-02 17:53:05 -05:00
onpon4 9e6ff10c57 More cleanup. 2015-10-26 20:07:31 -04:00
onpon4 134a52e5f0 Some more cleanup. 2015-10-11 12:04:52 -04:00
onpon4 c68cb3f920 More cleanup. 2015-09-26 08:49:21 -04:00
onpon4 0f10c6d5c7 Converted the three "collision" functions to four differently-named ones.
The fourth is simply a duplicate of ship_collision for bullets. A
bit redundant, but I figure it's clearer of a definition. Besides,
this opens up the door to possibly making bullets a different struct
type in the future, if that turns out to be desirable.
2015-09-25 16:28:09 -04:00
onpon4 9a211d773c More reorganization. 2015-06-20 11:59:09 -04:00
onpon4 30ace4d67b Returned the obscene power of the original charger to origial difficulty.
Also made some tweaks to the code that displays the charge shots
to make it look a little better.
2015-06-09 01:06:26 -04:00
onpon4 9be21cbd3a Made it possible to hit the Uranus boss via its wings.
The idea is clearly supposed to be breaking the boss in two and then
destroying the halves, so it makes no sense for the wings you break
off to also act as shields, which they did. Pretty much all this did
was cause a lot of shots to be wasted.
2015-06-02 12:43:06 -04:00
onpon4 51ae0dc659 Made *all* enemies face forward in Ellesh mission.
I don't really understand why this code was implemented only for the
boss and not for anyone else. My only guess is it was designed to make
the level harder by letting enemies fire backwards while you can't,
but mine-droppers can already effectively do that.

The primary reason I decided to make sure they all face forward is I
was finding it to be nearly impossible to get through this level in
Nightmare difficulty; those ships being able to shoot backwards is
a HUGE advantage, because it's almost impossible to position yourself
in an area that's safe.

It may be that the unfair previous behavior was put in to compensate
for the AI's frankly asinine movement pattern. The random movement is
fine most places, but here, it's blatantly obvious that it's random,
and the enemy ships pay a steep price for it. What the ships should
be doing is positioning themselves so that they end up shooting or
dropping mines at the player. But the boss itself also has such a
positioning problem anyway; that should be properly fixed in the
future, so I might as well do the same for the smaller ships when
that time comes.
2015-06-01 20:09:33 -04:00
onpon4 c6735cd88b More cleanup 2015-05-28 06:51:45 -04:00
onpon4 f306825636 Removed the "nomove" and "nofire" cheats.
I honestly don't understand why these cheats were here. Preventing
enemies from moving breaks some missions and doesn't do anything
useful, and preventing enemies from firing is basically no better
than the invincibility cheat (and might even be worse, if it applies
to Sid; I didn't check).
2015-05-20 19:41:43 -04:00
onpon4 1c42d07906 Made the ammo cheat work on the laser and charge cannon.
The laser never overheats with infinite ammo, and the charge cannon
fires at full blast immediately.
2015-05-20 10:39:30 -04:00
onpon4 8698125f5f In original difficulty, no moving the camera on autoscrolling missions. 2015-05-20 10:27:21 -04:00
onpon4 87685a69de Doubled the amount of money pickups give you in "original" difficulty.
This is to compensate for the loss of the money bonus that used to
be there, to make the money you get more or less the same as in
version 1.2.
2015-05-01 20:04:51 -04:00
onpon4 98a74e0d44 More code cleanup. 2015-04-30 18:51:26 -04:00
onpon4 6ede2722a0 Pause music when pausing the game. (Untested.) 2015-04-26 07:45:58 -04:00
onpon4 60968c7b0e Some more touch-ups. 2015-04-26 07:37:30 -04:00
onpon4 59a15eb6f3 Removed the shock damage messages, fixed a mistake. 2015-04-24 16:37:55 -04:00
onpon4 5982fcc0d8 Some reorganization. 2015-04-24 16:27:07 -04:00
onpon4 c002b97d96 Added some fake difficulty to the Dorim level.
The way it was previously, you always knew exactly where the WEAPCO
scientist was. I don't remember if this was the case in the original
game (I don't think it was), but regardless, this makes the mission
seem incredibly short and easy, and it ends up centering on the
secondary objective rather than the primary objective. Now, you have
to search through all the asteroids until you find the right one,
and you have to pay close attention to explosions. Collecting ore is
just something you do along the way.

It may be fake difficulty, but after all, tropes are not bad.
2015-04-14 18:55:15 -04:00