Commit Graph

254 Commits

Author SHA1 Message Date
onpon4 1ada79e695 Don't hide the "Load Game" menu. 2016-01-09 22:30:25 -05:00
onpon4 285fb8e614 Made the Continue and Load options not appearing work again.
This must have been screwed up a loooong time ago. Anyway, it now
hides these menu options as it should when there is no autosave
available.
2016-01-09 22:26:31 -05:00
onpon4 9dedf500c8 Adjusted the status screen.
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.
2016-01-09 22:15:28 -05:00
onpon4 edacc25821 Fixed incomplete transition to the new save format.
Had to slightly adjust the save format as well.
2016-01-09 22:00:20 -05:00
onpon4 b66bb4bf98 Replaced the struct dump "save format" with a proper save format.
This format is actually portable, and there isn't a risk of it just
breaking any time the format is changed, since the version number
can be read independently of everything else.
2016-01-09 19:58:07 -05:00
onpon4 290d44386a Treat distance between planets as always 1 if no interception chance. 2016-01-09 10:40:29 -05:00
onpon4 8793aaa780 Added a small chance of getting intercepted in Spirit.
These interceptions only have "dualfighters" on them, since that is
in-line with the normal difficulty of Spirit.
2016-01-09 10:26:15 -05:00
onpon4 0fb3c04b5e Removed the instant teleportation in Spirit.
I understand where this came from; obviously, this was how travel
originally worked, and then the version that made interceptions
possible was added later. But the thing is, making Spirit a special
case causes the interface to suddenly change on you, and that breaks
the flow of the game for no particular reason other than saving a
bit of time. So this special code which causes you to instantly
teleport in Spirit has now been removed. There is still no danger
of encountering interceptions, but I'll be changing that for all
non-Classic difficulties as well in another commit.
2016-01-09 10:13:32 -05:00
onpon4 d5a66ffc01 Changed the text hint for Comms screen to "Missions".
This is more to-the-point. It should lower the learning curve a bit.
2016-01-09 10:06:16 -05:00
onpon4 336c047d8e Removed the unnecessary "INCOMPLETE" text from the Comms view. 2016-01-09 10:04:55 -05:00
onpon4 fa43f2aabe Fixed the experimental fighter not running away from chargers.
This oddity was caused by exactly what I thought it was caused by:
the code assumed that all bullets are created equal, and each bullet
had a 1 in 50 chance of causing the ship to run away. Well, the
charger inflicts so much damage that 50 shots would be a ridiculous
amount of damage for even the experimental fighter.

So now, except in Classic difficulty, whether or not it runs away
is determined partly by how much damage a weapon inflicts.
Specifically, the chance is now the damage of the bullet out of 150.

High-damage weapons are still a useful idea; after all, a 100 damage
weapon is 100 guaranteed damage, even if the fighter is likely to flee.
However, it gets rid of the skewed nature of the fleeing behavior and
prevents the charger from subverting the purpose of the behavior.
2016-01-09 08:01:23 -05:00
onpon4 efb7a135be Some cleanup 2016-01-09 07:50:12 -05:00
onpon4 9104fcaa10 Changed the AI of the executive transport to "evasive".
This makes more sense; it's unarmed, after all. A quick test shows
that it doesn't cause any problems (like making the game annoying).
2016-01-09 07:37:36 -05:00
onpon4 9a474f1416 Some cleanup. 2016-01-08 22:57:06 -05:00
onpon4 ac844d8d54 Removed the "planets" data files.
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.
2016-01-08 21:33:40 -05:00
onpon4 14a9dace7e Let Kline switch weapons on Venus (except in Classic difficulty).
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.
2016-01-08 18:09:35 -05:00
onpon4 66faa897a5 Permit Kline to drop mines in all of his appearances.
I don't understand why there is code to prevent Kline from dropping
mines after his first appearance. So except in Classic difficulty,
this limitation has been removed. He now drops mines in all of his
appearances.
2016-01-08 17:37:18 -05:00
onpon4 54eb5230fe Fixed failure to use left-pointing images for a couple ships.
Whoops!
2016-01-08 17:09:42 -05:00
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 a889d43296 Fixed drones and small asteroids being given special alien slots.
This could cause small asteroids and drones to be given labels that
said "Sid", "Phoebe", "Ursula", or "Kline".
2016-01-08 12:10:50 -05:00
onpon4 8de37af9cd A little cleanup. 2016-01-08 11:27:28 -05:00
onpon4 0f6807d4ad Adjusted the price of plasma and rocket ammo.
There are two adjustments here:

First, Classic difficulty now gives these items the same price as
the original (50), which is important because the original made it
very easy to grind by filling up on plasma at interceptions and then
selling it. $25 is a lot more than $5.

Second, for every other difficulty, the price has been dropped down
from 10 to 1. The reason I'm doing this is unlike in the original,
you now pretty much have to routinely fill up on rockets and/or
plasma ammo to use these weapons, and it puts the weapons which
don't need ammo (laser and charger) at an unfair advantage, basically
turning use of rockets into a mistake. By making the prices very low,
you still want to conserve plasma and rockets, but the effect is more
to deprive you of their use later on in the mission than to drain
your money.
2016-01-08 11:13:56 -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 e557d9920a Removed the suggestion from the Comms screen that Phoebe's name is unknown.
I think this might partly be because of my dialog changes, but this
causes a minor continuity error, since the mission clearly states
that you're rescuing "Phoebe Lexx", and there's also the fact that
the indicator now says "Phoebe" instead of "Target". I figure just
make her name known from the start; the explanation can be that the
ship automatically transmits the name.
2016-01-08 10:37:19 -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 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 e71e3b8a96 Moved the "brief" data files to C code. 2016-01-07 21:18:14 -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 4a921947c1 NONE -> M_NONE 2016-01-05 07:07:04 -05:00
onpon4 6189a66866 Added CHANCE macro to replace difficult-to-read special rand() uses.
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.
2016-01-05 06:59:37 -05:00
onpon4 97f1f441c2 Removed more magic numbers. 2016-01-05 06:44:26 -05:00
onpon4 73af622c54 Started getting rid of magic numbers on the intermission screen. 2016-01-04 22:25:00 -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 c07f5678aa Fixed a memory leak, more cleanup.
Forgot to free the face surfaces. Whoops!
2016-01-04 12:41:19 -05:00
onpon4 aad7b550a9 Renamed "FACE_" enum values to "FS_". 2016-01-04 09:07:30 -05:00
onpon4 ab53fac4a8 Moved face sprites to their own array.
Man, that was really difficult. Every time something wrong happened,
segfault. Ugh... Anyway, that's done.
2016-01-04 09:01:54 -05:00
onpon4 697a302fc6 Some cleanup I forgot to do in gfx.cpp. 2016-01-03 22:39:16 -05:00