Commit Graph

14 Commits

Author SHA1 Message Date
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 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 aad7b550a9 Renamed "FACE_" enum values to "FS_". 2016-01-04 09:07:30 -05:00
onpon4 697a302fc6 Some cleanup I forgot to do in gfx.cpp. 2016-01-03 22:39:16 -05:00
onpon4 ce94477b70 More cleanup. 2016-01-02 16:59:48 -05:00
onpon4 5982fcc0d8 Some reorganization. 2015-04-24 16:27:07 -04:00
onpon4 e5ed96e1c6 More cleanup. 2015-04-07 19:16:46 -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 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 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 9959c47f98 Updated copyright notices on all files based on git-blame. 2015-03-01 15:37:32 -05:00
onpon4 c404e3611e Fixed edges of the screen slowing you down.
And unlike a fix I previously did, this one is perfect. Rather than
fiddling with ssx and ssy, I just added some new variables, smx and
smy.
2015-02-26 23:23:08 -05:00
onpon4 f385c9448e Upgraded to GPLv3. 2015-02-26 11:20:36 -05:00
Guus Sliepen bd4a449e10 Rename code/ to src/. 2013-07-11 14:24:37 +02:00