Adjusted shop prices.
I noticed that in "original" difficulty, plasma upgrades are basically prohibitively expensive, which is not at all like the original. To fix this, I've given that difficulty the original prices for those. I've also slightly reduced the normal cost of permanent upgrades.
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@ -837,6 +837,9 @@ of the screen.
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*/
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void missionFinishedScreen()
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{
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int shield_bonus;
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char temp[100];
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if (currentGame.area != MAX_MISSIONS - 1)
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{
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clearScreen(black);
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@ -848,8 +851,6 @@ void missionFinishedScreen()
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clearScreen(black);
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drawBriefScreen();
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char temp[100];
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for (int i = 0 ; i < 3 ; i++)
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{
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if (currentMission.primaryType[i] != NONE)
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@ -883,10 +884,11 @@ void missionFinishedScreen()
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if (currentMission.remainingObjectives1 + currentMission.remainingObjectives2 == 0)
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{
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sprintf(temp, "Shield Bonus: $%.3d", (player.shield * 10));
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shield_bonus = player.shield * 10;
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sprintf(temp, "Shield Bonus: $%.3d", shield_bonus);
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drawString(temp, -1, 430, FONT_WHITE);
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currentGame.cash += (player.shield * 10);
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currentGame.cashEarned += (player.shield * 10);
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currentGame.cash += shield_bonus;
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currentGame.cashEarned += shield_bonus;
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}
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currentGame.timeTaken += engine.timeTaken;
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43
src/shop.cpp
43
src/shop.cpp
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@ -72,19 +72,38 @@ static void drawSecondaryWeaponSurface()
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static void adjustShopPrices()
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{
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shopItems[SHOP_PLASMA_MAX_OUTPUT].price = (1000 *
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(currentGame.maxPlasmaOutput + 1));
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shopItems[SHOP_PLASMA_MAX_DAMAGE].price = (1000 *
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(currentGame.maxPlasmaDamage + 1));
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shopItems[SHOP_PLASMA_MAX_RATE].price = (1000 *
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(currentGame.maxPlasmaRate + 1));
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if (currentGame.difficulty == DIFFICULTY_ORIGINAL)
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{
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shopItems[SHOP_PLASMA_MAX_OUTPUT].price = (500 *
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currentGame.maxPlasmaOutput);
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shopItems[SHOP_PLASMA_MAX_DAMAGE].price = (500 *
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currentGame.maxPlasmaDamage);
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shopItems[SHOP_PLASMA_MAX_RATE].price = (500 *
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(currentGame.maxPlasmaRate * 2 - 1));
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shopItems[SHOP_PLASMA_MIN_OUTPUT].price = (2000 *
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(currentGame.minPlasmaOutput + 1));
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shopItems[SHOP_PLASMA_MIN_DAMAGE].price = (2000 *
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(currentGame.minPlasmaDamage + 1));
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shopItems[SHOP_PLASMA_MIN_RATE].price = (2000 *
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(currentGame.minPlasmaRate + 1));
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shopItems[SHOP_PLASMA_MIN_OUTPUT].price = (2000 *
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currentGame.minPlasmaOutput);
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shopItems[SHOP_PLASMA_MIN_DAMAGE].price = (2000 *
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currentGame.minPlasmaDamage);
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shopItems[SHOP_PLASMA_MIN_RATE].price = (2000 *
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(currentGame.minPlasmaRate * 2 - 1));
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}
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else
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{
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shopItems[SHOP_PLASMA_MAX_OUTPUT].price = (1000 *
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(currentGame.maxPlasmaOutput + 1));
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shopItems[SHOP_PLASMA_MAX_DAMAGE].price = (1000 *
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(currentGame.maxPlasmaDamage + 1));
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shopItems[SHOP_PLASMA_MAX_RATE].price = (1000 *
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(currentGame.maxPlasmaRate + 1));
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shopItems[SHOP_PLASMA_MIN_OUTPUT].price = (1500 *
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(currentGame.minPlasmaOutput + 1));
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shopItems[SHOP_PLASMA_MIN_DAMAGE].price = (1500 *
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(currentGame.minPlasmaDamage + 1));
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shopItems[SHOP_PLASMA_MIN_RATE].price = (1500 *
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(currentGame.minPlasmaRate + 1));
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}
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if (currentGame.maxPlasmaOutput <= currentGame.minPlasmaOutput)
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shopItems[SHOP_PLASMA_MIN_OUTPUT].price += shopItems[SHOP_PLASMA_MAX_OUTPUT].price;
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