Commit Graph

70 Commits

Author SHA1 Message Date
onpon4 e36a1e82e7 Changed the game to use true fullscreen.
The fake "windowed fullscreen" is less invasive, but it sometimes
causes ugly artifacts and as a general rule isn't really all that
useful.

However, I also defined it in defs.h, so that it can be more easily
changed in the future.
2017-02-05 16:40:59 -05:00
onpon4 73a7afdc25 Added Pandora/Pyra controls. 2017-02-05 15:45:24 -05:00
onpon4 788ee5eae4 Finished removing Starfighter.h. 2017-01-25 10:48:29 -05:00
onpon4 e209c9c2f1 Removed some unnecessary specificity.
There was no need for specific bit sizes for these integers; the
default int will do just fine.
2017-01-22 00:22:03 -05:00
onpon4 d336bb2c83 More cleanup. 2016-11-25 18:21:31 -05:00
onpon4 60ed5cbd65 More cleanup.
It looks like I'm finally almost done with this! The only thing left
is gradually replacing "Starfighter.h" imports with imports of what
actually is needed.
2016-11-25 18:01:36 -05:00
onpon4 1be0fd1164 Lots of cleanup done on how weapons are handled.
I did one structural change to the way ship_fireBullet works. It
previously had two separate places for reducing ammo from the player.
I changed this so that it removes ammo in the same place regardless
of which weapon it is, but then performs the plasma "out of ammo"
action afterwards. It seems to work properly.

Also fixed a flaw in the saving which would in some cases cause
the stationed planet to not get saved properly.
2016-11-25 13:50:16 -05:00
onpon4 dc7209164a Renamed the "object" and "collectables" structs.
This was done with "replace all" actions, but I have checked and
the only collatoral damage has been to capitalize some instances
of "objective" in comments.
2016-11-25 12:37:26 -05:00
onpon4 30b05b6b4e Replaced all bools with ints.
This is part of the conversion of Starfighter's code to C. C doesn't
have the bool type.
2016-11-19 11:43:50 -05:00
onpon4 063020df22 More cleanup. 2016-11-16 19:43:03 -05:00
onpon4 0929abf3a3 Added a Y component to audio_playSound, and reduction of volume by distance.
This makes it possible to remove code that made mines that exploded
off-screen completely inaudible.
2016-01-10 23:56:26 -05:00
onpon4 409a2efe07 Updated copyright notices.
Apparently they've all been modified this year now. The earliest
modification date is alien.h, at January 2.
2016-01-07 21:32:40 -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 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 4f02865256 Added SCREEN_W and SCREEN_H definitions.
These are just there so that you can define these at compile time
without modifying the source code. In the future, I would like this
to only be the *default* screen width and height, because I'll want
to add an option in the menu to change the resolution from 640x480
up to whatever your monitor's resolution is.
2016-01-03 20:44:26 -05:00
onpon4 ce94477b70 More cleanup. 2016-01-02 16:59:48 -05:00
onpon4 8375c36433 Added a patch by Guus Sliepen fixing mouse cursor position. 2015-07-05 00:31:36 -04:00
onpon4 533d74447f Made auto-pausing an option. 2015-05-21 18:49:04 -04:00
onpon4 e4664b9b1a Revert "Removed the game's automatic pausing when window focus is lost."
This reverts commit d4ff9213b5.
2015-05-21 18:30:23 -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 d4ff9213b5 Removed the game's automatic pausing when window focus is lost.
This feature is just annoying if for some reason you want to leave
the game to do something else while you wait for something. That
would normally be a defect, but I can't count the number of times
I've been rushing through to get to a particular area, using cheats,
and had to wait for some mission condition, and this is only made
worse by not being able to do some other work while I wait for it.
2015-05-20 10:43:04 -04:00
onpon4 59a15eb6f3 Removed the shock damage messages, fixed a mistake. 2015-04-24 16:37:55 -04:00
onpon4 e5ed96e1c6 More cleanup. 2015-04-07 19:16:46 -04:00
onpon4 4775b3fad4 Some code cleanup. 2015-04-07 16:09:17 -04:00
onpon4 fe96584d7f Added Y as a possible fire button (for QWERTZ layout users) 2015-04-07 15:19:14 -04:00
onpon4 826b3dfe5c Fixed controls being stuck, but still on, at the end of Venus.
Now the controls are cleared, so the intended effect always happens.
2015-03-29 16:49:33 -04:00
onpon4 5019244da1 Added an enum for missions/areas.
Eliminating another set of magic numbers, and God, that was tedious.
2015-03-29 13:11:12 -04:00
onpon4 576d254e4a Replaced rrand function with RANDRANGE macro. 2015-03-29 10:19:53 -04:00
onpon4 6dd3ac1919 More added to "original" difficulty.
In particular:
* The charge cannon in that difficulty now behaves as originally.
* Cash is now rare, not nonexistent, on interceptions in that difficulty.
2015-03-28 13:59:33 -04:00
onpon4 5155a8ac68 Fixed spacing/indent problems. 2015-03-28 13:18:37 -04:00
onpon4 e105d6a1cc Added a new "original" difficulty.
This difficulty is meant to imitate the original Project: Starfighter
as closely as possible, for purists.
2015-03-28 09:51:49 -04:00
onpon4 ad8a2f2ad9 Replaced various "limit" functions with LIMIT and LIMIT_ADD macros.
This is mainly because the old "limit" functions were all restricted
to certain types, which is incredibly silly given how simple they are.
Macros are much simpler, and a warning gets raised if they're used
improperly with multiple types, anyway.

In the process, I also found and fixed a bug: it seems the original
author intended for escaping enemies to gradually accelerate to
fleeing speed, but the low value was indicated as the max value, and
the way limitFloat was written, that caused the max value to be used
(it was supposed to reduce the speed to a minimum of -15, but it
instead effectively assigned the speed to -15). It might be a good
idea to re-implement the old buggy behavior intentionally; depends
on whether the acceleration of jumping looks better or worse than
just immediately going to jump speed.
2015-03-17 19:00:13 -04:00
onpon4 05c370feb4 Capitalized "max" and "min" macros. 2015-03-17 16:54:00 -04:00
onpon4 2a0234c300 Added ship module, moved fireBullet to it (as ship_fireBullet).
For functions that are used by both aliens and the player.
2015-03-13 10:10:58 -04:00
onpon4 ce5df0013d Some tweaks.
Mostly to the charge cannon, but also to Kline.
2015-03-08 22:01:37 -04:00
onpon4 31a8383f90 Changed the way Kline works.
Kline previously had a maximum of 500 or 750 health, and uses some
hacks to cause it to flee just as it was destroyed, and to advance
to new stages in the final battle.

I've replaced this with a much larger amount of health, and progression
being based on how much health he has.

Also some other stuff.
2015-03-08 20:59:33 -04:00
onpon4 28cc1fcc6d Updated audio module. 2015-03-08 10:38:58 -04:00
onpon4 da35b44179 Brought Kline's health in the final battle back down.
The increase worked well in mission 25, but not so much in mission
26.
2015-03-07 17:13:37 -05:00
onpon4 22fcdae8cc Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!

But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:

* Ammo now costs $10, not $50. You no longer have to worry about
  saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
  is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
  in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
  small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
  in hard mode, I had *way* too much money coming in, and this cuts it
  down substantially. It also makes the shield bonus at the end of missions
  much more significant. To compensate for the loss of massive bonuses
  bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
  in his last two encounters (the numbers have been reversed).
2015-03-07 12:19:35 -05:00
onpon4 a3efbc06cc Substantially increased the cost of plasma upgrades.
I feel these were extremely underpriced. $1000 for triple bullets?
That's dirt-cheap! Even in hard mode, I have no trouble getting that.
2015-03-07 09:42:24 -05:00
onpon4 9974848ce8 Moved some things. 2015-03-06 23:18:31 -05:00
onpon4 3d1ad2b674 Autosave when changing planets and when buying/selling.
Previously, it just saved after completing a mission, so it wasn't
something you could really rely on. Now it saves every time something
changes.
2015-03-03 19:28:15 -05:00
onpon4 cc6989328d Fixed the ammo limit of double missiles. 2015-03-03 09:25:32 -05:00
onpon4 cfeac68b36 Updated joystick controls to work well with most gamepads.
All gamepads I've come across work OK with button 2 or 3 as the primary
button, and button 1 or 4 as the secondary button. For the rest,
basically invariably, buttons 5 and 7 are the left shoulder buttons,
buttons 6 and 8 are the right shoulder buttons, button 9 is "Select"
or "Back", and button 10 is "Start". Based on this, I've changed
the gamepad controls to something that should work for most gamepads.

Also fixed some bad HTML in the documentation, and removed the
build instructions from there (they will soon be obsolete; I'm
working on replacing the hand-made Makefile with GNU Autoconf).
2015-03-01 19:59:27 -05:00
onpon4 9959c47f98 Updated copyright notices on all files based on git-blame. 2015-03-01 15:37:32 -05:00
onpon4 f620334510 Caused charge cannon damage to be reduced in a different way. 2015-02-28 20:20:36 -05:00
onpon4 91fa93b448 Reduced charger's max charge, make it fire when it reaches max.
The original charge cannon is so overpowered it's ridiculous. The
strongest weapon in the game, unlimited ammo, and the only setback
it has is that you need to charge it a bit. The lack of balance
obsoletes the laser weapon, which is fine, but it also obsoletes
homing missile weapons, *including* ones that are newer and more
expensive than the charge cannon!

Now, it's much more balanced. You actually need to shoot the thing
before it hits max (or have your target in sight when it does),
rather than being able to just hold the button at max forever and
release when optimal like you previously could. Basically, the charge
cannon is still the weapon which does the most damage, but it's now
much harder to use. Incidentally, not only should homing missiles
be a sensible option now, even the laser cannon has a place after
the charge cannon becomes available.
2015-02-28 08:36:04 -05:00
onpon4 26a82a6385 Some code cleanup.
Fixed some cases where I put spaces instead of tabs earlier, and
changed all cases of "weapons[0]" with "weapons[W_PLAYER_WEAPON]".
2015-02-28 08:15:53 -05:00