Added a preference for giving the player needed items.

This commit is contained in:
Julie Marchant 2019-05-26 01:08:58 -04:00
parent d7dc0844c8
commit 72cb75fb7e
1 changed files with 69 additions and 9 deletions

View File

@ -38,6 +38,19 @@ void collectable_add(float x, float y, int type, int value, int life)
{ {
int r; int r;
Collectable *collectable; Collectable *collectable;
int plasma_useless, shield_useless, rockets_useless;
plasma_useless = (((weapons[W_PLAYER_WEAPON].reload[0] >= rate2reload[game.minPlasmaRate]) &&
(weapons[W_PLAYER_WEAPON].ammo[0] <= game.minPlasmaOutput) &&
(weapons[W_PLAYER_WEAPON].damage <= game.minPlasmaDamage)) ||
(player.ammo[0] >= game.maxPlasmaAmmo));
shield_useless = ((game.difficulty == DIFFICULTY_NIGHTMARE) ||
(player.shield >= player.maxShield));
rockets_useless = ((player.weaponType[1] == W_CHARGER) ||
(player.weaponType[1] == W_LASER) || (game.maxRocketAmmo <= 0) ||
(player.ammo[1] >= game.maxRocketAmmo));
if (type == P_ANYTHING) if (type == P_ANYTHING)
{ {
@ -48,14 +61,58 @@ void collectable_add(float x, float y, int type, int value, int life)
switch (r) switch (r)
{ {
case 0: case 0:
if ((game.difficulty == DIFFICULTY_ORIGINAL) ||
(game.difficulty == DIFFICULTY_NIGHTMARE))
{
type = P_PLASMA_AMMO; type = P_PLASMA_AMMO;
}
else
{
if ((!shield_useless) &&
(CHANCE(2 * (player.maxShield - player.shield) / player.maxShield)))
{
type = P_SHIELD;
}
else if ((!rockets_useless) && (game.maxRocketAmmo > 0) &&
(CHANCE((game.maxRocketAmmo - player.ammo[1]) / game.maxRocketAmmo)))
{
type = P_ROCKET;
}
else
{
type = P_PLASMA_AMMO;
}
}
break; break;
case 1: case 1:
type = P_SHIELD; type = P_SHIELD;
break; break;
case 2: case 2:
if ((game.difficulty == DIFFICULTY_ORIGINAL) ||
(game.difficulty == DIFFICULTY_NIGHTMARE))
{
type = P_ROCKET; type = P_ROCKET;
value /= 10; }
else
{
if ((!shield_useless) &&
(CHANCE(2 * (player.maxShield - player.shield) / player.maxShield)))
{
type = P_SHIELD;
}
else if ((!plasma_useless) && (game.maxPlasmaAmmo > 0) &&
(CHANCE((game.maxPlasmaAmmo - player.ammo[0]) / game.maxPlasmaAmmo)))
{
type = P_PLASMA_AMMO;
}
else
{
type = P_ROCKET;
}
}
break; break;
} }
} }
@ -97,9 +154,7 @@ void collectable_add(float x, float y, int type, int value, int life)
// upgraded! Give them money instead. (Except in Classic difficulty.) // upgraded! Give them money instead. (Except in Classic difficulty.)
if ((type == P_PLASMA_AMMO) && (game.difficulty != DIFFICULTY_ORIGINAL)) if ((type == P_PLASMA_AMMO) && (game.difficulty != DIFFICULTY_ORIGINAL))
{ {
if ((weapons[W_PLAYER_WEAPON].reload[0] >= rate2reload[game.minPlasmaRate]) && if (plasma_useless)
(weapons[W_PLAYER_WEAPON].ammo[0] <= game.minPlasmaOutput) &&
(weapons[W_PLAYER_WEAPON].damage <= game.minPlasmaDamage))
{ {
type = P_CASH; type = P_CASH;
} }
@ -113,12 +168,17 @@ void collectable_add(float x, float y, int type, int value, int life)
{ {
type = P_CASH; type = P_CASH;
} }
else
{
value /= 10;
}
} }
// Shield bonus is useless in Nightmare difficulty; give cash instead. // Shield bonus is useless if you can't heal; give cash instead.
if (type == P_SHIELD) if ((type == P_SHIELD) && (game.difficulty != DIFFICULTY_ORIGINAL))
{ {
if (game.difficulty == DIFFICULTY_NIGHTMARE) if ((game.difficulty == DIFFICULTY_NIGHTMARE) ||
(player.shield >= player.maxShield))
{ {
type = P_CASH; type = P_CASH;
} }