Commit Graph

50 Commits

Author SHA1 Message Date
onpon4 e4664b9b1a Revert "Removed the game's automatic pausing when window focus is lost."
This reverts commit d4ff9213b5.
2015-05-21 18:30:23 -04:00
onpon4 f306825636 Removed the "nomove" and "nofire" cheats.
I honestly don't understand why these cheats were here. Preventing
enemies from moving breaks some missions and doesn't do anything
useful, and preventing enemies from firing is basically no better
than the invincibility cheat (and might even be worse, if it applies
to Sid; I didn't check).
2015-05-20 19:41:43 -04:00
onpon4 d4ff9213b5 Removed the game's automatic pausing when window focus is lost.
This feature is just annoying if for some reason you want to leave
the game to do something else while you wait for something. That
would normally be a defect, but I can't count the number of times
I've been rushing through to get to a particular area, using cheats,
and had to wait for some mission condition, and this is only made
worse by not being able to do some other work while I wait for it.
2015-05-20 10:43:04 -04:00
onpon4 59a15eb6f3 Removed the shock damage messages, fixed a mistake. 2015-04-24 16:37:55 -04:00
onpon4 e5ed96e1c6 More cleanup. 2015-04-07 19:16:46 -04:00
onpon4 4775b3fad4 Some code cleanup. 2015-04-07 16:09:17 -04:00
onpon4 fe96584d7f Added Y as a possible fire button (for QWERTZ layout users) 2015-04-07 15:19:14 -04:00
onpon4 826b3dfe5c Fixed controls being stuck, but still on, at the end of Venus.
Now the controls are cleared, so the intended effect always happens.
2015-03-29 16:49:33 -04:00
onpon4 5019244da1 Added an enum for missions/areas.
Eliminating another set of magic numbers, and God, that was tedious.
2015-03-29 13:11:12 -04:00
onpon4 576d254e4a Replaced rrand function with RANDRANGE macro. 2015-03-29 10:19:53 -04:00
onpon4 6dd3ac1919 More added to "original" difficulty.
In particular:
* The charge cannon in that difficulty now behaves as originally.
* Cash is now rare, not nonexistent, on interceptions in that difficulty.
2015-03-28 13:59:33 -04:00
onpon4 5155a8ac68 Fixed spacing/indent problems. 2015-03-28 13:18:37 -04:00
onpon4 e105d6a1cc Added a new "original" difficulty.
This difficulty is meant to imitate the original Project: Starfighter
as closely as possible, for purists.
2015-03-28 09:51:49 -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 05c370feb4 Capitalized "max" and "min" macros. 2015-03-17 16:54:00 -04:00
onpon4 2a0234c300 Added ship module, moved fireBullet to it (as ship_fireBullet).
For functions that are used by both aliens and the player.
2015-03-13 10:10:58 -04:00
onpon4 ce5df0013d Some tweaks.
Mostly to the charge cannon, but also to Kline.
2015-03-08 22:01:37 -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 28cc1fcc6d Updated audio module. 2015-03-08 10:38:58 -04:00
onpon4 da35b44179 Brought Kline's health in the final battle back down.
The increase worked well in mission 25, but not so much in mission
26.
2015-03-07 17:13:37 -05:00
onpon4 22fcdae8cc Several adjustments for difficulty purposes.
Started out adjusting prices, then ended up doing other things
while testing. Committing this now before I start doing other
random stuff!

But all of the changes are related to balancing difficulty, mostly
with prices, except for a couple bugfixes in the shop. Most notably:

* Ammo now costs $10, not $50. You no longer have to worry about
  saving ammo quite as much as a result.
* Plasma upgrades' cost is now calculated differently, and the result
  is slightly lower prices than before.
* Easy mode now grants the player more max ammo than other difficulties.
* Increasing max plasma ammo now costs less at the start, and increases
  in cost faster.
* You increase max plasma ammo by 25 at a time, not 10. (10 was just too
  small of a number.)
* Destroying enemy ships no longer gives you money. I found that, even
  in hard mode, I had *way* too much money coming in, and this cuts it
  down substantially. It also makes the shield bonus at the end of missions
  much more significant. To compensate for the loss of massive bonuses
  bosses used to give, these bosses now drop a lot more stuff.
* Kline has decreased health in his first encounter, and increased health
  in his last two encounters (the numbers have been reversed).
2015-03-07 12:19:35 -05:00
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 9974848ce8 Moved some things. 2015-03-06 23:18:31 -05:00
onpon4 3d1ad2b674 Autosave when changing planets and when buying/selling.
Previously, it just saved after completing a mission, so it wasn't
something you could really rely on. Now it saves every time something
changes.
2015-03-03 19:28:15 -05:00
onpon4 cc6989328d Fixed the ammo limit of double missiles. 2015-03-03 09:25:32 -05:00
onpon4 cfeac68b36 Updated joystick controls to work well with most gamepads.
All gamepads I've come across work OK with button 2 or 3 as the primary
button, and button 1 or 4 as the secondary button. For the rest,
basically invariably, buttons 5 and 7 are the left shoulder buttons,
buttons 6 and 8 are the right shoulder buttons, button 9 is "Select"
or "Back", and button 10 is "Start". Based on this, I've changed
the gamepad controls to something that should work for most gamepads.

Also fixed some bad HTML in the documentation, and removed the
build instructions from there (they will soon be obsolete; I'm
working on replacing the hand-made Makefile with GNU Autoconf).
2015-03-01 19:59:27 -05:00
onpon4 9959c47f98 Updated copyright notices on all files based on git-blame. 2015-03-01 15:37:32 -05:00
onpon4 f620334510 Caused charge cannon damage to be reduced in a different way. 2015-02-28 20:20:36 -05:00
onpon4 91fa93b448 Reduced charger's max charge, make it fire when it reaches max.
The original charge cannon is so overpowered it's ridiculous. The
strongest weapon in the game, unlimited ammo, and the only setback
it has is that you need to charge it a bit. The lack of balance
obsoletes the laser weapon, which is fine, but it also obsoletes
homing missile weapons, *including* ones that are newer and more
expensive than the charge cannon!

Now, it's much more balanced. You actually need to shoot the thing
before it hits max (or have your target in sight when it does),
rather than being able to just hold the button at max forever and
release when optimal like you previously could. Basically, the charge
cannon is still the weapon which does the most damage, but it's now
much harder to use. Incidentally, not only should homing missiles
be a sensible option now, even the laser cannon has a place after
the charge cannon becomes available.
2015-02-28 08:36:04 -05:00
onpon4 26a82a6385 Some code cleanup.
Fixed some cases where I put spaces instead of tabs earlier, and
changed all cases of "weapons[0]" with "weapons[W_PLAYER_WEAPON]".
2015-02-28 08:15:53 -05:00
onpon4 71abee2a16 Fixed camera jerking in a direction really fast. 2015-02-27 23:14:33 -05:00
onpon4 ee9ad14584 Always show normal engine when max shield is 1. 2015-02-27 22:22:27 -05:00
onpon4 c03c2f404c Added Enter as a possible fire key.
Not meant for use during actual gameplay, but rather for the menus.
2015-02-27 19:23:19 -05:00
onpon4 e6f8b3a65f Removed support for the old cheats.
It was broken, and I don't think it's worth fixing.
2015-02-27 13:35:47 -05:00
onpon4 a5aaba379f Updated cutscenes, fixed bug with scrolling levels 2015-02-27 09:30:30 -05:00
onpon4 5965f44bb1 Made camera centering more gentle. 2015-02-27 01:10:27 -05:00
onpon4 8e753d9525 Added code to center the camera when not moving. 2015-02-27 00:26:29 -05:00
onpon4 02c93d8b52 Added a separate constant for each view border direction. 2015-02-26 23:28:31 -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 775be7afb4 Fixed the player's 1 shield in Nightmare difficulty not being called low 2015-02-26 22:35:49 -05:00
onpon4 182ea70ba1 Removed gameplay option, have different max shield based on difficulty 2015-02-26 20:52:20 -05:00
onpon4 9d43547982 Small fix to credits. 2015-02-26 19:27:38 -05:00
onpon4 491bb2641b Removed choice of targeting systems.
This is silly. I can see that someone decided to restrict targeting
to one ship as a difficulty setting, but that's not a very good way
to achieve different levels of difficulty.

Also added more music and slowed down RE.ogg.
2015-02-26 18:46:45 -05:00
onpon4 fecf957cd5 Started adding some new music, fixed ship aiming off-screen at the end. 2015-02-26 14:18:27 -05:00
onpon4 f385c9448e Upgraded to GPLv3. 2015-02-26 11:20:36 -05:00
Guus Sliepen 36f0e7a85d Merge remote-tracking branch 'origin/sdl2'
Conflicts:
	src/player.cpp
2014-05-13 16:22:11 +02:00
Julian b1ae2a4128 Added the changes I proposed a while back.
So now, when currentGame.gamePlay is set to GAMEPLAY_ONPON:
- You start with 50 shield, and never gain any increased capacity.
- You can't charge the charge cannon and shoot at the same time; if
  you shoot the plasma gun, the charge cannon shoots as well (as if
  you had released the charge key).

I didn't add in the feature to keep the view from slowing you down,
because the method I used was imperfect anyway.
2014-03-12 14:35:24 -04:00
Guus Sliepen 593ea01386 Initial conversion to SDL2. 2013-09-30 16:52:43 +02:00
Guus Sliepen c357c28966 Ensure the joystick is usable in the title screen. 2013-07-13 15:10:29 +02:00
Guus Sliepen bd4a449e10 Rename code/ to src/. 2013-07-11 14:24:37 +02:00