Several pointless lines have been removed, and I've added a workaround
to fix a segfault that was happening when Phoebe or Ursula were not
wingmates yet.
This is the last of the data files I wanted to remove.
This commit also includes some dialog changes.
I copied some of this code into a comment elsewhere, because I want
to use it as a reference when creating a new save format.
It's a modified version of the weapon switching: if Kline's health
is less than 1500, the spread shot replaces the concentrated triple
shot.
This also keeps Kline with bullet weapons during the third phase.
The main purpose of this change is to make Kline consistent. He now
switches his secondary weapon, and that's about it. The way it was
in the original, it started out much easier than previous encounters,
then it went to slightly easier than previous encounters, then
something completely unlike previous encounters, and finally
something noticeably harder than previous encounters. Now, it starts
out exactly the same as previous encounters, and then gets
progressively harder.
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.
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.
I found myself confused by the interception chances, because it looked
like the chance of interceptions was decreasing slowly over time.
Turns out, it was the denominator in a fraction; a "chance" of 300
meant that there was a 1 / 300 chance.
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.
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).
The plain int type is only guaranteed to be at least 16 bits, and
yet the flags variable was expecting at least 22 bits. This turns
out to be true for x86 and x86-64 systems, but to ensure compatibility,
the variable has been changed to an unsigned long int. Also added
the "L" suffix to flags that were more than 16 bits.
Most of these were defining various integers as char types, probably
in the naive belief that this is necessarily good because it uses less
RAM. There were also several unnecessary unsigned ints, though.
These have all been changed to just "int", so the compiler can decide
exactly what type to use.
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.
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.
* Modified the upgrade limits, to both be uniform and allow upgrades for
every factor. (In fact, each one can be upgraded exactly once now.)
* Gave triple-spread weapon double damage.
* Micro rocket damage down from 7 to 6. Total damage is now equal to
double rockets.
I found it kind of odd to be able to manually save to the autosave
slot, *and* have no reliable way to even know what the autosave
slot is. I noticed that it's an actual problem when my brothers
played Starfighter; one of them used an autosave slot, and the
other unwittingly ended up erasing the first one's save because of
this. To fix this, I have replaced the behavior of allowing the
player to define a slot as autosave, with a dedicated autosave
slot.
While I was there, I had no choice but to vastly improve on this
game's *atrocious* menu system. Granted, I didn't do much more
than replace the magic numbers with enums, but it makes the code
much more clear and more easy to edit.