The way it previously was, in particular, Sid 100% refused to attack
fighting vessels and Phoebe and Ursula 100% refused to attack
non-fighting vessels. This was most notable with the Urusor mission,
where Sid would just become completely idle after disabling the last
non-combat vessel and would often just drift off into the distance
as a result (especially annoying in Classic difficulty as this
could make it very difficult to find the remaining enemies).
So now, instead these targets are treated as "undesirables", which
normally will be avoided but will be accepted after 30 frames.
This stops allies from idling around forever.
This rule has also been applied to a rule that didn't allow targeting
enemies beyond a particular distance.
I'm keeping it in Classic difficulty for now, but might add an
exception later.
No, really, just added the whole thing. This took literally the
entire day. I'm soooo glad it's working now!
Also includes tons of other small fixes I didn't bother to keep
track of.
There are only a couple changes that I've left in:
1. On normal missions, the edge of the screen still doesn't slow you down.
2. The shop still does not have the old bug where selling was based on the price of the next item.
3. Not sure about this, but some powerups don't spawn if they're of no use to you; I believe this was not in the original, but it's been left in anyway.
4. Not sure about this either, but I believe the original had the 3-way spread much wider. This has not been adjusted for Classic difficulty.
Other than those three, Classic difficulty is now exactly the same,
including a re-implementation of the whole "score" system where destroying
a ship nets you money instantly and the absurd system where you buy only
10 plasma capacity at a time. I might adjust 1, 3, and/or 4 above later
on.
Limited damage prevention to only at the "low" and "critical" levels,
plus added a delay for when damage is first inflicted by rays.
This prevents ships with multiple concentrated shots from having
a disadvantage, and it helps make rays easier to avoid at the same
time (just get out of the ray in time and you don't take damage).
Of course, neither of these apply to Classic difficulty, although
the ray damage delay does apply to Nightmare difficulty (which,
given how unpredictable rays are, I think is quite reasonable).
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.
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.