Commit Graph

430 Commits

Author SHA1 Message Date
onpon4 6af4e67874 Added back in the annoying ships for Urusor in Classic difficulty. 2016-01-03 16:41:26 -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 5400ce6205 Fixed displaying blank messages with non-message events.
Honestly, I don't get why the special string "@none@" was chosen
for non-message events to begin with, so I've changed it to an
empty string.
2016-01-03 15:59:17 -05:00
onpon4 7677aa24f1 Reduced the amount of extra money classic difficulty gives. 2016-01-03 15:54:26 -05:00
onpon4 02d0263f56 Renamed "original" difficulty to "classic" difficulty.
This name is better since the difficulty isn't actually *exactly*
like the original; it's just trying to be as similar to the classic
experience as possible.
2016-01-03 15:03:30 -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 bdf1b49d44 Removed a broken failure condition from the "script" of mission 13.
To my recollection, actually, this bug has *always* been present.
At first, I fixed it (the problem was the entry in script13.txt
was malformed), but when I did that, it caused the objective of
destroying Ursula's ship to be considered completed. In other words,
the game doesn't even have code to handle this as a failure
condition! So I've decided to remove it instead. It wasn't that
great of an idea, anyway.
2016-01-02 19:31:38 -05:00
onpon4 d911426c06 More cleanup. 2016-01-02 17:37:19 -05:00
onpon4 85de61e2cd Changed struct definitions to use typedef (C style) 2016-01-02 17:15:50 -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 1d02b3c71e More cleanup. 2015-11-20 14:11:12 -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 4bdf871e66 drawString -> screen_renderString 2015-11-06 19:36:20 -05:00
onpon4 67d464433d Removed the second "drawString" function.
It wasn't very useful. All it did was offer the option to center
text and take away the option to wrap text. I've moved the text
centering option to gfx_renderString and replaced all uses of this
function with that function.
2015-11-06 10:12:57 -05:00
onpon4 7c67112a8b Some more cleanup. 2015-11-03 20:26:56 -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 988091d635 Fixed incorrect documentation. 2015-10-25 07:43:05 -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 a07b2bc576 Changed symbolic links in docs to copies of the images.
Odd, I thought I already did this...
2015-07-17 21:44:32 -04:00
onpon4 8375c36433 Added a patch by Guus Sliepen fixing mouse cursor position. 2015-07-05 00:31:36 -04:00
onpon4 7f59c1f4ee Added .desktop file (from the openSUSE Starfighter package maintainer). 2015-06-28 08:44:04 -04:00
onpon4 50b048b33b Replaced doc symlinks with file duplications. 2015-06-28 08:10:26 -04:00
onpon4 6f7d5c0215 Removed preservation of data permissions.
Not sure why this was here, but it could, for example, cause the
data files to be unreadable by certain users (or even all users but
one).
2015-06-24 20:32:47 -04:00
onpon4 9a211d773c More reorganization. 2015-06-20 11:59:09 -04:00
onpon4 1c833b1818 More reorganization.
Added colors.cpp and colors.h to contain some of the stuff in
graphics.
2015-06-20 11:31:41 -04:00
onpon4 14dceac750 1.4 release 2015-06-17 19:19:00 -04:00
onpon4 3850f8e946 Removed "asteroid collision damage" message. 2015-06-16 10:36:42 -04:00
onpon4 54d8086ee3 Removed Chris's line about being surprised that Krass Tyler is attacking him. 2015-06-16 10:29:28 -04:00
onpon4 e95f55565c Improvements to text display.
Starfighter uses an absurdly crude method for wrapping text which
basically fails very frequently when large words are chosen. The only
reason it got away with it is because text strings don't vary. Well,
I've been quite annoyed by having to test for this and rework my
text so much, so I've added in a secondary system: if it's really
close to the edge, and the next three characters are going to be
letters, it adds a hyphen and moves on to the next line. This still
isn't 100% fool-proof, but it should catch most problems.

Also removed the "temp fix" which shifted the letters by a pixel in
code, and just shifted them in the actual image. I don't understand
why the "temp fix" was there in the first place, to be honest.
2015-06-15 23:56:20 -04:00
onpon4 049ba0f1db Text fixes. 2015-06-15 22:49:13 -04:00
onpon4 ff0202f289 More dialog tweaks 2015-06-14 00:14:36 -04:00
onpon4 19f20bf7e4 More tweaks 2015-06-12 00:04:43 -04:00
onpon4 4043af5d19 Fix 2015-06-11 23:25:59 -04:00
onpon4 e3d6ab1a81 More dialog tweaks. 2015-06-11 23:14:46 -04:00
onpon4 79c49356a6 Fixed a mistake in editing through_space.ogg.
Not quite enough was trimmed off at the end. Should be better now.
2015-06-11 22:55:04 -04:00
onpon4 6fa0321d31 Edited dialog.
Mainly to better match Chris's new portrait.
2015-06-11 12:51:57 -04:00
onpon4 3b105dc966 Added the rest of the face updates by Lachlan Cartland. 2015-06-11 08:10:44 -04:00
onpon4 b71a99fbe5 Added improvements to Sid by Lachlan Cartland. 2015-06-10 11:02:13 -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 5964066969 Sell for only half price in original difficulty. 2015-06-07 22:51:16 -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