From 44f3d05533d9fb7e3fb22ee24b1f93e2658f58ad Mon Sep 17 00:00:00 2001 From: Julie Marchant Date: Sun, 26 May 2019 20:31:34 -0400 Subject: [PATCH] Sell secondary for "none" in Classic difficulty, as in the original. The modern version sells for rockets (i.e. you get rockets back when you sell your secondary), but the original instead left you with no secondary at all in this case. This behavior has now been restored. --- README.txt | 30 +++--------------------------- src/shop.c | 14 +++++++------- 2 files changed, 10 insertions(+), 34 deletions(-) diff --git a/README.txt b/README.txt index 500dd18..0b5502c 100644 --- a/README.txt +++ b/README.txt @@ -50,36 +50,12 @@ CLASSIC DIFFICULTY DIFFERENCES Classic difficulty is designed to emulate the experience of version 1.1 of the game (the last version released by Parallel Realities) as closely -as possible. However, there are several minor differences in addition to +as possible. However, there are some minor differences in addition to the changes to graphics, sound, and dialog. Here you can fine a list of notable differences. -* Selling your secondary weapon leaves you with standard Rockets. In - version 1.1, it instead left you with no secondary weapon at all (with - no way to gain standard Rockets back). - -* If you buy a secondary weapon while one other than standard Rockets - is already equipped, the currently equipped secondary weapon is - automatically sold for you (which gives you money equal to half of - said weapon's cost). In version 1.1, the old secondary weapon would - simply disappear in this case, meaning the money was lost unless you - explicitly used the "Sell" button. - -* Travel in Spirit works the same as in every other system, except that - there is no chance of interceptions in Classic difficulty. Version - 1.1 instead instantly teleported you to the target planet as soon as - you clicked on it. - -* In the Venus mission, Kline starts some distance away directly to the - right and immediately begins combat. In contrast, version 1.1 spawned - Kline much closer to the player (to the point where his ship was - visible on the screen) and a bit further down, unmoving until a string - of dialog boxes finished being displayed. This change was made to - accommodate new music and dialog. - -* Similar to the above, the time spent to accommodate Kline's banter - when he first appears in the Elamale mission is different from version - 1.1. +* The timing of some events, most notably those pertaining to Kline, + has been adjusted to match with new dialog and music. * Several bugs present in version 1.1 have been fixed. Many of these bugs affected gameplay in notable ways; such bugs include: diff --git a/src/shop.c b/src/shop.c index c6f8b08..4853045 100644 --- a/src/shop.c +++ b/src/shop.c @@ -974,7 +974,7 @@ static void sell(int i) shopSelectedItem = -1; return; } - player.weaponType[1] = W_ROCKETS; + player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); shopSelectedItem = -1; break; @@ -984,7 +984,7 @@ static void sell(int i) shopSelectedItem = -1; return; } - player.weaponType[1] = W_ROCKETS; + player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); shopSelectedItem = -1; break; @@ -994,7 +994,7 @@ static void sell(int i) shopSelectedItem = -1; return; } - player.weaponType[1] = W_ROCKETS; + player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); player.ammo[1] = 0; shopSelectedItem = -1; break; @@ -1005,7 +1005,7 @@ static void sell(int i) shopSelectedItem = -1; return; } - player.weaponType[1] = W_ROCKETS; + player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); shopSelectedItem = -1; break; @@ -1015,7 +1015,7 @@ static void sell(int i) shopSelectedItem = -1; return; } - player.weaponType[1] = W_ROCKETS; + player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); player.ammo[1] = 0; shopSelectedItem = -1; break; @@ -1026,7 +1026,7 @@ static void sell(int i) shopSelectedItem = -1; return; } - player.weaponType[1] = W_ROCKETS; + player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); shopSelectedItem = -1; break; @@ -1036,7 +1036,7 @@ static void sell(int i) shopSelectedItem = -1; return; } - player.weaponType[1] = W_ROCKETS; + player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); shopSelectedItem = -1; break; }