Added a super-easy difficulty.
This commit is contained in:
parent
1a00e0df2c
commit
5c9b69dd0c
106
src/alien.c
106
src/alien.c
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@ -1286,9 +1286,9 @@ int alien_add()
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int randEnemy = alienArray[rand() % numberOfAliens];
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int randEnemy = alienArray[rand() % numberOfAliens];
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if ((game.area != MISN_DORIM) &&
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if ((game.area != MISN_DORIM)
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(game.area != MISN_SIVEDI) &&
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&& (game.area != MISN_SIVEDI)
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(game.area != MISN_MARS))
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&& (game.area != MISN_MARS))
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{
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{
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if ((game.system == SYSTEM_EYANANTH) && (game.area == MISN_INTERCEPTION))
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if ((game.system == SYSTEM_EYANANTH) && (game.area == MISN_INTERCEPTION))
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{
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{
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@ -1312,15 +1312,33 @@ int alien_add()
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aliens[index].deathCounter = 0 - (aliens[index].maxShield * 3);
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aliens[index].deathCounter = 0 - (aliens[index].maxShield * 3);
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aliens[index].hit = 0;
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aliens[index].hit = 0;
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if (game.difficulty == DIFFICULTY_SUPEREASY)
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{
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if ((aliens[index].classDef == CD_SID)
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|| (aliens[index].classDef == CD_PHOEBE)
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|| (aliens[index].classDef == CD_URSULA)
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|| (aliens[index].classDef == CD_GOODTRANSPORT)
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|| (aliens[index].classDef == CD_REBELCARRIER)
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|| ((game.area == MISN_URUSOR)
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&& (aliens[index].classDef == CD_CARGOSHIP)))
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{
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aliens[index].shield *= 2;
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aliens[index].maxShield *= 2;
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}
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else if ((aliens[index].classDef != CD_ASTEROID)
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&& (aliens[index].classDef != CD_ASTEROID2))
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{
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aliens[index].shield /= 2;
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aliens[index].maxShield /= 2;
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}
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}
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LIMIT(aliens[index].deathCounter, -250, 0);
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LIMIT(aliens[index].deathCounter, -250, 0);
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// Attempts to place an alien. If it fails, the alien is deactivated.
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// Attempts to place an alien. If it fails, the alien is deactivated.
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for (int i = 0 ; i < 100 ; i++)
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if (!alien_place(&aliens[index]))
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{
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{
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if (alien_place(&aliens[index]))
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break;
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aliens[index].active = 0;
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aliens[index].active = 0;
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return 0;
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return 0;
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}
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}
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@ -1590,16 +1608,25 @@ This AI is exclusively for Kline.
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*/
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*/
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void alien_setKlineAI(Object *alien)
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void alien_setKlineAI(Object *alien)
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{
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{
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int threshold;
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// Weapon type change
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// Weapon type change
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if (CHANCE(1. / 3.))
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if (CHANCE(1. / 3.))
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{
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{
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if ((game.area != MISN_VENUS) || (game.difficulty != DIFFICULTY_ORIGINAL))
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if ((game.area != MISN_VENUS)
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|| (game.difficulty != DIFFICULTY_ORIGINAL))
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{
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{
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alien->flags &= ~FL_AIMS;
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alien->flags &= ~FL_AIMS;
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if (CHANCE(0.5))
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if (CHANCE(0.5))
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{
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{
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if ((game.area != MISN_VENUS) || (alien->shield > 1500))
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if (game.difficulty == DIFFICULTY_SUPEREASY)
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threshold = 750;
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else
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threshold = 1500;
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if ((game.area != MISN_VENUS)
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|| (alien->shield > threshold))
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alien->weaponType[0] = W_TRIPLE_SHOT;
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alien->weaponType[0] = W_TRIPLE_SHOT;
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else
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else
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alien->weaponType[0] = W_SPREADSHOT;
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alien->weaponType[0] = W_SPREADSHOT;
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@ -2123,6 +2150,7 @@ void alien_hurt(Object *alien, Object *attacker, int damage, int ion)
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{
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{
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int ai_type;
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int ai_type;
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double run_chance;
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double run_chance;
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int stage1_shield, stage2_shield, stage3_shield;
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ai_type = ((game.difficulty == DIFFICULTY_ORIGINAL) ?
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ai_type = ((game.difficulty == DIFFICULTY_ORIGINAL) ?
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alien->AITypeOriginal : alien->AIType);
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alien->AITypeOriginal : alien->AIType);
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@ -2133,8 +2161,8 @@ void alien_hurt(Object *alien, Object *attacker, int damage, int ion)
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alien->shield -= damage;
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alien->shield -= damage;
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// Chain reaction damage if needed
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// Chain reaction damage if needed
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if ((game.difficulty != DIFFICULTY_ORIGINAL) &&
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if ((game.difficulty != DIFFICULTY_ORIGINAL)
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(alien->owner != alien) && (alien->flags & FL_DAMAGEOWNER))
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&& (alien->owner != alien) && (alien->flags & FL_DAMAGEOWNER))
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{
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{
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alien_hurt(alien->owner, attacker, damage, ion);
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alien_hurt(alien->owner, attacker, damage, ion);
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}
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}
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@ -2143,8 +2171,15 @@ void alien_hurt(Object *alien, Object *attacker, int damage, int ion)
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{
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{
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if (game.area == MISN_ELAMALE)
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if (game.area == MISN_ELAMALE)
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{
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{
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if ((alien->shield <= alien->maxShield - ((game.difficulty != DIFFICULTY_ORIGINAL) ? 500 : 750)) &&
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if (game.difficulty == DIFFICULTY_ORIGINAL)
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!(alien->flags & FL_LEAVESECTOR))
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stage1_shield = 750;
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else if (game.difficulty == DIFFICULTY_SUPEREASY)
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stage1_shield = 250;
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else
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stage1_shield = 500;
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if ((alien->shield <= alien->maxShield - stage1_shield)
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&& !(alien->flags & FL_LEAVESECTOR))
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{
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{
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alien->flags |= FL_LEAVESECTOR;
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alien->flags |= FL_LEAVESECTOR;
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alien->flags &= ~FL_CIRCLES;
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alien->flags &= ~FL_CIRCLES;
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@ -2155,8 +2190,15 @@ void alien_hurt(Object *alien, Object *attacker, int damage, int ion)
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}
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}
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else if (game.area == MISN_EARTH)
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else if (game.area == MISN_EARTH)
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{
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{
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if ((alien->shield <= alien->maxShield - ((game.difficulty != DIFFICULTY_ORIGINAL) ? 750 : 500)) &&
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if (game.difficulty == DIFFICULTY_ORIGINAL)
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!(alien->flags & FL_LEAVESECTOR))
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stage1_shield = 500;
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else if (game.difficulty == DIFFICULTY_SUPEREASY)
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stage1_shield = 375;
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else
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stage1_shield = 750;
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if ((alien->shield <= alien->maxShield - stage1_shield)
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&& !(alien->flags & FL_LEAVESECTOR))
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{
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{
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alien->flags |= FL_LEAVESECTOR;
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alien->flags |= FL_LEAVESECTOR;
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alien->flags &= ~FL_CIRCLES;
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alien->flags &= ~FL_CIRCLES;
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@ -2167,20 +2209,38 @@ void alien_hurt(Object *alien, Object *attacker, int damage, int ion)
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}
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}
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else if (game.area == MISN_VENUS)
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else if (game.area == MISN_VENUS)
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{
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{
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if (alien->shield + damage > 1500 &&
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if (game.difficulty == DIFFICULTY_SUPEREASY)
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alien->shield <= 1500)
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{
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stage1_shield = 750;
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stage2_shield = 500;
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stage3_shield = 250;
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}
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else
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{
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stage1_shield = 1500;
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stage2_shield = 1000;
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stage3_shield = 500;
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}
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if (alien->shield + damage > stage1_shield
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&& alien->shield <= stage1_shield)
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alien_setKlineAttackMethod(alien);
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alien_setKlineAttackMethod(alien);
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else if (alien->shield + damage > 1000 &&
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else if (alien->shield + damage > stage2_shield
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alien->shield <= 1000)
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&& alien->shield <= stage2_shield)
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alien_setKlineAttackMethod(alien);
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alien_setKlineAttackMethod(alien);
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else if (alien->shield + damage > 500 &&
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else if (alien->shield + damage > stage3_shield
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alien->shield <= 500)
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&& alien->shield <= stage3_shield)
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alien_setKlineAttackMethod(alien);
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alien_setKlineAttackMethod(alien);
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}
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}
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else
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else
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{
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{
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if ((alien->shield <= alien->maxShield - 100) &&
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if (game.difficulty == DIFFICULTY_SUPEREASY)
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!(alien->flags & FL_LEAVESECTOR))
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stage1_shield = 50;
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else
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stage1_shield = 100;
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if ((alien->shield <= alien->maxShield - stage1_shield)
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&& !(alien->flags & FL_LEAVESECTOR))
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{
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{
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alien->flags |= FL_LEAVESECTOR;
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alien->flags |= FL_LEAVESECTOR;
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alien->flags &= ~FL_CIRCLES;
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alien->flags &= ~FL_CIRCLES;
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@ -60,8 +60,8 @@ void bullet_add(Object *theWeapon, Object *attacker, int y, int dy)
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if (attacker->face == 0)
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if (attacker->face == 0)
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{
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{
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bullet->dx = theWeapon->speed;
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bullet->dx = theWeapon->speed;
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if ((game.area == MISN_ELLESH) ||
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if ((game.area == MISN_ELLESH)
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(game.area == MISN_MARS))
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|| (game.area == MISN_MARS))
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bullet->dx += fabsf(engine.ssx + engine.smx);
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bullet->dx += fabsf(engine.ssx + engine.smx);
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}
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}
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else
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else
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@ -40,17 +40,18 @@ void collectable_add(float x, float y, int type, int value, int life)
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Collectable *collectable;
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Collectable *collectable;
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int plasma_useless, shield_useless, rockets_useless;
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int plasma_useless, shield_useless, rockets_useless;
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plasma_useless = (((weapons[W_PLAYER_WEAPON].reload[0] >= rate2reload[game.minPlasmaRate]) &&
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plasma_useless = (((weapons[W_PLAYER_WEAPON].reload[0] >= rate2reload[game.minPlasmaRate])
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(weapons[W_PLAYER_WEAPON].ammo[0] <= game.minPlasmaOutput) &&
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&& (weapons[W_PLAYER_WEAPON].ammo[0] <= game.minPlasmaOutput)
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(weapons[W_PLAYER_WEAPON].damage <= game.minPlasmaDamage)) ||
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&& (weapons[W_PLAYER_WEAPON].damage <= game.minPlasmaDamage))
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(player.ammo[0] >= game.maxPlasmaAmmo));
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|| (player.ammo[0] >= game.maxPlasmaAmmo));
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shield_useless = ((game.difficulty == DIFFICULTY_NIGHTMARE) ||
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shield_useless = ((game.difficulty == DIFFICULTY_NIGHTMARE) ||
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(player.shield >= player.maxShield));
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(player.shield >= player.maxShield));
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rockets_useless = ((player.weaponType[1] == W_CHARGER) ||
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rockets_useless = ((player.weaponType[1] == W_CHARGER)
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(player.weaponType[1] == W_LASER) || (game.maxRocketAmmo <= 0) ||
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|| (player.weaponType[1] == W_LASER)
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(player.ammo[1] >= game.maxRocketAmmo));
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|| (game.maxRocketAmmo <= 0)
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|| (player.ammo[1] >= game.maxRocketAmmo));
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if (type == P_ANYTHING)
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if (type == P_ANYTHING)
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{
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{
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@ -61,21 +62,22 @@ void collectable_add(float x, float y, int type, int value, int life)
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switch (r)
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switch (r)
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{
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{
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case 0:
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case 0:
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if ((game.difficulty == DIFFICULTY_ORIGINAL) ||
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if ((game.difficulty == DIFFICULTY_ORIGINAL)
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(game.difficulty == DIFFICULTY_NIGHTMARE))
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|| (game.difficulty == DIFFICULTY_NIGHTMARE))
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{
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{
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type = P_PLASMA_AMMO;
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type = P_PLASMA_AMMO;
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}
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}
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else
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else
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{
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{
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if ((!shield_useless) &&
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if ((!shield_useless)
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(CHANCE(2 * (player.maxShield - player.shield) / player.maxShield)))
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&& (CHANCE(2 * (player.maxShield - player.shield) / player.maxShield)))
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{
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{
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type = P_SHIELD;
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type = P_SHIELD;
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}
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}
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else if ((!rockets_useless) && (game.maxRocketAmmo > 0) &&
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else if ((!rockets_useless)
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(CHANCE((game.maxRocketAmmo - player.ammo[1]) / game.maxRocketAmmo)))
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&& (game.maxRocketAmmo > 0)
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&& (CHANCE((game.maxRocketAmmo - player.ammo[1]) / game.maxRocketAmmo)))
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{
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{
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type = P_ROCKET;
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type = P_ROCKET;
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}
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}
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@ -91,20 +93,21 @@ void collectable_add(float x, float y, int type, int value, int life)
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break;
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break;
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case 2:
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case 2:
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if ((game.difficulty == DIFFICULTY_ORIGINAL) ||
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if ((game.difficulty == DIFFICULTY_ORIGINAL)
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(game.difficulty == DIFFICULTY_NIGHTMARE))
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|| (game.difficulty == DIFFICULTY_NIGHTMARE))
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{
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{
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type = P_ROCKET;
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type = P_ROCKET;
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}
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}
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else
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else
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{
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{
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if ((!shield_useless) &&
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if ((!shield_useless)
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(CHANCE(2 * (player.maxShield - player.shield) / player.maxShield)))
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&& (CHANCE(2 * (player.maxShield - player.shield) / player.maxShield)))
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{
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{
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type = P_SHIELD;
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type = P_SHIELD;
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}
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}
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else if ((!plasma_useless) && (game.maxPlasmaAmmo > 0) &&
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else if ((!plasma_useless)
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(CHANCE((game.maxPlasmaAmmo - player.ammo[0]) / game.maxPlasmaAmmo)))
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&& (game.maxPlasmaAmmo > 0)
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&& (CHANCE((game.maxPlasmaAmmo - player.ammo[0]) / game.maxPlasmaAmmo)))
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{
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{
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type = P_PLASMA_AMMO;
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type = P_PLASMA_AMMO;
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}
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}
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@ -120,13 +123,14 @@ void collectable_add(float x, float y, int type, int value, int life)
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{
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{
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type = P_PLASMA_RATE;
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type = P_PLASMA_RATE;
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if ((game.difficulty == DIFFICULTY_NIGHTMARE) ||
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if ((game.difficulty == DIFFICULTY_NIGHTMARE)
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((game.difficulty != DIFFICULTY_EASY) &&
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|| ((game.difficulty != DIFFICULTY_SUPEREASY)
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(game.difficulty != DIFFICULTY_ORIGINAL) &&
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&& (game.difficulty != DIFFICULTY_EASY)
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((game.area == MISN_MOEBO) ||
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&& (game.difficulty != DIFFICULTY_ORIGINAL)
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(game.area == MISN_ELAMALE) ||
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&& ((game.area == MISN_MOEBO)
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(game.area == MISN_ELLESH) ||
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|| (game.area == MISN_ELAMALE)
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(game.area == MISN_EARTH))))
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|| (game.area == MISN_ELLESH)
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|| (game.area == MISN_EARTH))))
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{
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{
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// Deny the Super Charge in Nightmare difficulty, and on bosses.
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// Deny the Super Charge in Nightmare difficulty, and on bosses.
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r = rand() % 59;
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r = rand() % 59;
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@ -149,6 +153,9 @@ void collectable_add(float x, float y, int type, int value, int life)
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if (value == 0)
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if (value == 0)
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return; // don't bother!
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return; // don't bother!
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if (game.difficulty == DIFFICULTY_SUPEREASY)
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value *= 2;
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// No point in giving the player plasma ammo if the weapons aren't
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// No point in giving the player plasma ammo if the weapons aren't
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// upgraded! Give them money instead. (Except in Classic difficulty.)
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// upgraded! Give them money instead. (Except in Classic difficulty.)
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@ -164,9 +171,9 @@ void collectable_add(float x, float y, int type, int value, int life)
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// rockets. Causes problems otherwise :)
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// rockets. Causes problems otherwise :)
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if (type == P_ROCKET)
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if (type == P_ROCKET)
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{
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{
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if ((player.weaponType[1] == W_CHARGER) ||
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if ((player.weaponType[1] == W_CHARGER)
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(player.weaponType[1] == W_LASER) ||
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|| (player.weaponType[1] == W_LASER)
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(value < 10))
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|| (value < 10))
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{
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{
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type = P_CASH;
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type = P_CASH;
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}
|
}
|
||||||
|
@ -199,8 +206,9 @@ void collectable_add(float x, float y, int type, int value, int life)
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// No cash or ammo on interceptions. Completely stops grinding.
|
// No cash or ammo on interceptions. Completely stops grinding.
|
||||||
if ((game.area == MISN_INTERCEPTION) &&
|
if ((game.area == MISN_INTERCEPTION)
|
||||||
((type == P_CASH) || (type == P_PLASMA_AMMO) || (type == P_ROCKET)))
|
&& ((type == P_CASH) || (type == P_PLASMA_AMMO)
|
||||||
|
|| (type == P_ROCKET)))
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
|
@ -794,7 +794,8 @@ enum {
|
||||||
|
|
||||||
// Difficulties
|
// Difficulties
|
||||||
enum {
|
enum {
|
||||||
DIFFICULTY_EASY = 0,
|
DIFFICULTY_SUPEREASY = 0,
|
||||||
|
DIFFICULTY_EASY,
|
||||||
DIFFICULTY_NORMAL,
|
DIFFICULTY_NORMAL,
|
||||||
DIFFICULTY_HARD,
|
DIFFICULTY_HARD,
|
||||||
DIFFICULTY_NIGHTMARE,
|
DIFFICULTY_NIGHTMARE,
|
||||||
|
|
10
src/game.c
10
src/game.c
|
@ -130,6 +130,7 @@ void game_init()
|
||||||
|
|
||||||
switch (game.difficulty)
|
switch (game.difficulty)
|
||||||
{
|
{
|
||||||
|
case DIFFICULTY_SUPEREASY:
|
||||||
case DIFFICULTY_EASY:
|
case DIFFICULTY_EASY:
|
||||||
player.maxShield = 100;
|
player.maxShield = 100;
|
||||||
|
|
||||||
|
@ -872,8 +873,9 @@ static void game_doBullets()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((game.difficulty != DIFFICULTY_EASY) &&
|
if ((game.difficulty != DIFFICULTY_SUPEREASY)
|
||||||
((bullet->owner == &player) || (bullet->id == WT_ROCKET)))
|
&& (game.difficulty != DIFFICULTY_EASY)
|
||||||
|
&& ((bullet->owner == &player) || (bullet->id == WT_ROCKET)))
|
||||||
{
|
{
|
||||||
for (int j = 0 ; j < 20 ; j++)
|
for (int j = 0 ; j < 20 ; j++)
|
||||||
{
|
{
|
||||||
|
@ -2386,6 +2388,10 @@ void game_getDifficultyText(char *dest, int difficulty)
|
||||||
{
|
{
|
||||||
switch (difficulty)
|
switch (difficulty)
|
||||||
{
|
{
|
||||||
|
case DIFFICULTY_SUPEREASY:
|
||||||
|
/// DIFFICULTY_SUPEREASY
|
||||||
|
strcpy(dest, _("Super-Easy"));
|
||||||
|
break;
|
||||||
case DIFFICULTY_EASY:
|
case DIFFICULTY_EASY:
|
||||||
/// DIFFICULTY_EASY
|
/// DIFFICULTY_EASY
|
||||||
strcpy(dest, _("Easy"));
|
strcpy(dest, _("Easy"));
|
||||||
|
|
|
@ -1461,8 +1461,9 @@ int intermission()
|
||||||
intermission_createCommsSurface(commsSurface);
|
intermission_createCommsSurface(commsSurface);
|
||||||
|
|
||||||
// Remove the Supercharge, if it is there
|
// Remove the Supercharge, if it is there
|
||||||
if ((game.difficulty != DIFFICULTY_EASY) &&
|
if ((game.difficulty != DIFFICULTY_SUPEREASY)
|
||||||
(game.difficulty != DIFFICULTY_ORIGINAL))
|
&& (game.difficulty != DIFFICULTY_EASY)
|
||||||
|
&& (game.difficulty != DIFFICULTY_ORIGINAL))
|
||||||
{
|
{
|
||||||
weapons[W_PLAYER_WEAPON].reload[0] = MAX(
|
weapons[W_PLAYER_WEAPON].reload[0] = MAX(
|
||||||
weapons[W_PLAYER_WEAPON].reload[0],
|
weapons[W_PLAYER_WEAPON].reload[0],
|
||||||
|
|
12
src/ship.c
12
src/ship.c
|
@ -105,16 +105,8 @@ void ship_fireBullet(Object *ship, int weaponIndex)
|
||||||
|
|
||||||
if (theWeapon->ammo[0] == 5)
|
if (theWeapon->ammo[0] == 5)
|
||||||
{
|
{
|
||||||
if (game.difficulty == DIFFICULTY_ORIGINAL)
|
bullet_add(theWeapon, ship, y * 1, -2);
|
||||||
{
|
bullet_add(theWeapon, ship, y * 5, 2);
|
||||||
bullet_add(theWeapon, ship, y * 2, -1);
|
|
||||||
bullet_add(theWeapon, ship, y * 4, 1);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
bullet_add(theWeapon, ship, y * 1, -2);
|
|
||||||
bullet_add(theWeapon, ship, y * 5, 2);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
Loading…
Reference in New Issue