Redo the whole plasma system.
- We now have both minPlasma* and maxPlasma* variables. - *PlasmaRate now goes from 1 to 5 just like Damage and Output. - Internally, plasma now goes into the primary weapon, there is no temporary weapon anymore. - When upgrading the primary weapon, the new minimum amount of Damage, Output and Rate immediately goes into effect when starting the next msision. - Super Charge now works exactly the same again as in the original. - But shows blinkenlights in the bottom status bar when it is in use.
This commit is contained in:
parent
2c64485272
commit
96996ce167
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@ -218,8 +218,9 @@ void fireBullet(object *attacker, int weaponType)
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player.ammo[0]--;
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if (player.ammo[0] == 0)
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{
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player.weaponType[0] = W_PLAYER_WEAPON;
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weapon[W_PLAYER_WEAPON2] = weapon[W_PLAYER_WEAPON]; // reset to weapon 1 defaults
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weapon[0].ammo[0] = currentGame.minPlasmaOutput;
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weapon[0].damage = currentGame.minPlasmaDamage;
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weapon[0].reload[0] = rate2reload[currentGame.minPlasmaRate];
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}
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}
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}
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@ -284,65 +284,62 @@ void doCollectables()
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break;
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case P_PLASMA_RATE:
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limitCharAdd(&weapon[1].reload[0], -2, currentGame.maxPlasmaRate, 15);
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player.weaponType[0] = 1;
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if (player.ammo[0] < 50)
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player.ammo[0] = 50;
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limitChar(&(player.ammo[0]), 0, currentGame.maxPlasmaAmmo);
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if (weapon[1].reload[0] == currentGame.maxPlasmaRate)
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sprintf(temp, "Firing Rate at Maximum");
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if (weapon[0].reload[0] <= rate2reload[currentGame.maxPlasmaRate])
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sprintf(temp, "Firing Rate already at Maximum");
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else
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{
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weapon[0].reload[0] -= 2;
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sprintf(temp, "Firing rate increased");
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}
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currentGame.powerups++;
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break;
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case P_PLASMA_SHOT:
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limitCharAdd(&weapon[1].ammo[0], 1, 1, currentGame.maxPlasmaOutput);
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if (player.ammo[0] < 50)
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player.ammo[0] = 50;
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limitChar(&(player.ammo[0]), 0, currentGame.maxPlasmaAmmo);
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if (weapon[1].ammo[0] == currentGame.maxPlasmaOutput)
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sprintf(temp, "Plasma output at Maximum");
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if (weapon[0].ammo[0] >= currentGame.maxPlasmaOutput)
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sprintf(temp, "Plasma output already at Maximum");
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else
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{
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weapon[0].ammo[0]++;
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sprintf(temp, "Plasma output increased");
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player.weaponType[0] = 1;
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}
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currentGame.powerups++;
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break;
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case P_PLASMA_DAMAGE:
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limitCharAdd(&weapon[1].damage, 1, 1, currentGame.maxPlasmaDamage);
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if (player.ammo[0] < 50)
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player.ammo[0] = 50;
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limitChar(&(player.ammo[0]), 0, currentGame.maxPlasmaAmmo);
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if (weapon[1].damage == currentGame.maxPlasmaDamage)
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sprintf(temp, "Plasma damage at Maximum");
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else
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if (weapon[0].damage >= currentGame.maxPlasmaDamage)
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sprintf(temp, "Plasma damage already at Maximum");
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else {
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weapon[0].damage++;
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sprintf(temp, "Plasma damage increased");
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player.weaponType[0] = 1;
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}
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currentGame.powerups++;
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break;
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case P_SUPER:
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weapon[1].ammo[0] = 5;
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weapon[1].damage = 5;
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weapon[1].reload[0] = 7;
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weapon[1].flags |= WF_SPREAD;
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weapon[0].ammo[0] = 5;
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weapon[0].damage = 5;
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weapon[0].reload[0] = rate2reload[5];
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weapon[0].flags |= WF_SPREAD;
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sprintf(temp, "Picked up a Super Charge!!");
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if (player.ammo[0] < 50)
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player.ammo[0] = 50;
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player.weaponType[0] = 1;
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currentGame.powerups++;
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break;
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case P_PLASMA_AMMO:
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limitCharAdd(&player.ammo[0], collectable->value, 0, currentGame.maxPlasmaAmmo);
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if (player.ammo[0] == currentGame.maxPlasmaAmmo)
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sprintf(temp, "Plasma cells at Maximum");
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if (player.ammo[0] >= currentGame.maxPlasmaAmmo)
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sprintf(temp, "Plasma cells already at Maximum");
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else
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{
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limitCharAdd(&player.ammo[0], collectable->value, 0, currentGame.maxPlasmaAmmo);
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if (collectable->value > 1)
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{
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sprintf(temp, "Got %d plasma cells", collectable->value);
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@ -354,7 +351,6 @@ void doCollectables()
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sprintf(temp, "Got one whole plasma cell (wahoo!)");
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}
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}
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player.weaponType[0] = 1;
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currentGame.cellPickups += collectable->value;
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break;
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@ -393,8 +389,9 @@ void doCollectables()
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// stop people from exploiting a weapon check condition
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if (player.ammo[0] == 0)
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{
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player.weaponType[0] = 0;
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weapon[1] = weapon[0]; // reset to weapon 1 defaults
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weapon[0].ammo[0] = currentGame.minPlasmaOutput;
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weapon[0].damage = currentGame.minPlasmaDamage;
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weapon[0].reload[0] = rate2reload[currentGame.minPlasmaRate];
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}
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}
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@ -300,13 +300,15 @@ enum {
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PAK_S3M
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};
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const char systemNames[][15] = {"Spirit", "Eyananth", "Mordor", "Sol"};
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static const char systemNames[][15] = {"Spirit", "Eyananth", "Mordor", "Sol"};
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const char faces[][12] = {
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static const char faces[][12] = {
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"FACE_CHRIS", "FACE_SID", "FACE_KRASS",
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"FACE_KLINE", "FACE_PHOEBE", "FACE_URSULA",
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"FACE_CREW"};
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const char systemBackground[][20] = {
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static const char systemBackground[][20] = {
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"gfx/spirit.jpg", "gfx/eyananth.jpg",
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"gfx/mordor.jpg", "gfx/sol.jpg"};
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static const signed char rate2reload[6] = {15, 15, 13, 11, 9, 7};
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@ -61,7 +61,10 @@ void newGame()
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currentGame.missionCompleted[i] = 0;
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currentGame.distanceCovered = 0;
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currentGame.maxPlasmaRate = 13;
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currentGame.minPlasmaRate = 1;
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currentGame.minPlasmaOutput = 1;
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currentGame.minPlasmaDamage = 1;
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currentGame.maxPlasmaRate = 2;
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currentGame.maxPlasmaOutput = 2;
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currentGame.maxPlasmaDamage = 2;
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currentGame.maxPlasmaAmmo = 100;
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@ -102,7 +102,6 @@ bool loadGame(int slot)
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fclose(fp);
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weapon[0] = currentGame.playerWeapon;
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weapon[1] = currentGame.playerWeapon2;
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player = currentGame.thePlayer;
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// Re-init all the planets in this system...
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@ -129,7 +128,6 @@ void saveGame(int slot)
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fp = fopen(fileName, "wb");
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currentGame.playerWeapon = weapon[0];
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currentGame.playerWeapon2 = weapon[1];
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currentGame.thePlayer = player;
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for (int i = 0 ; i < 10 ; i++)
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currentGame.missionCompleted[i] = systemPlanet[i].missionCompleted;
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@ -149,7 +149,7 @@ void doInfo()
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char text[25];
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addBuffer(0, 20, 800, 25);
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addBuffer(0, 545, 800, 25);
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addBuffer(0, 550, 800, 34);
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if (engine.minutes > -1)
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{
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@ -332,15 +332,17 @@ void doInfo()
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bar.h = 12;
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bar.x = 80;
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bar.y = 571;
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SDL_FillRect(screen, &bar, green);
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for (int i = 1 ; i < currentGame.maxPlasmaDamage ; i++)
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for (int i = 1 ; i <= 5 ; i++)
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{
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if (weapon[0].damage >= i) {
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if(i <= currentGame.maxPlasmaDamage || (SDL_GetTicks() % 1000 > (unsigned)i * 100))
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{
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bar.x += 30;
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if (weapon[1].damage >= (i + 1))
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SDL_FillRect(screen, &bar, green);
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else
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}
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} else if (i <= currentGame.maxPlasmaDamage)
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SDL_FillRect(screen, &bar, darkGreen);
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bar.x += 30;
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}
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blitText(12);
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bar.y = 571;
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SDL_FillRect(screen, &bar, yellow);
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for (int i = 1 ; i < currentGame.maxPlasmaDamage ; i++)
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for (int i = 1 ; i <= 5 ; i++)
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{
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if (weapon[0].ammo[0] >= i) {
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if(i <= currentGame.maxPlasmaOutput || (SDL_GetTicks() % 1000 > (unsigned)i * 100))
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{
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bar.x += 30;
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if (weapon[1].ammo[0] >= (i + 1))
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SDL_FillRect(screen, &bar, yellow);
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else
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}
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}
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else if (i <= currentGame.maxPlasmaDamage)
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SDL_FillRect(screen, &bar, darkYellow);
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bar.x += 30;
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}
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blitText(13);
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bar.x = 550;
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bar.y = 571;
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for (int i = 15 ; i > (currentGame.maxPlasmaRate - 1) ; i -= 2)
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for (int i = 1 ; i <= 5 ; i++)
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{
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if (weapon[0].reload[0] <= rate2reload[i]) {
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if(i <= currentGame.maxPlasmaRate || (SDL_GetTicks() % 1000 > (unsigned)i * 100))
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{
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if (weapon[1].reload[0] <= i)
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SDL_FillRect(screen, &bar, blue);
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else
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}
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}
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else if (i <= currentGame.maxPlasmaRate)
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SDL_FillRect(screen, &bar, darkerBlue);
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bar.x += 30;
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}
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@ -46,15 +46,12 @@ void initPlayer()
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player.weaponType[0] = W_PLAYER_WEAPON;
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if (player.ammo[0] > 0)
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{
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player.weaponType[0] = W_PLAYER_WEAPON2;
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}
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else
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{
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player.weaponType[0] = W_PLAYER_WEAPON;
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weapon[1] = weapon[0]; // reset to weapon 1 defaults
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}
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if(weapon[0].ammo[0] < currentGame.minPlasmaOutput)
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weapon[0].ammo[0] = currentGame.minPlasmaOutput;
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if(weapon[0].damage < currentGame.minPlasmaDamage)
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weapon[0].damage = currentGame.minPlasmaDamage;
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if(weapon[0].reload[0] > rate2reload[currentGame.minPlasmaRate])
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weapon[0].reload[0] = rate2reload[currentGame.minPlasmaRate];
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player.hit = 0;
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if ((engine.keyState[SDLK_LSHIFT]) || (engine.keyState[SDLK_RSHIFT]))
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{
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int w = player.ammo[0] > 0;
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if(weapon[w].ammo[0] >= 3)
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if(weapon[0].ammo[0] >= 3 && weapon[0].ammo[0] <= currentGame.maxPlasmaOutput)
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{
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weapon[w].flags ^= WF_SPREAD;
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weapon[0].flags ^= WF_SPREAD;
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if(weapon[w].flags & WF_SPREAD)
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if(weapon[0].flags & WF_SPREAD)
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{
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setInfoLine("Weapon set to Spread", FONT_WHITE);
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}
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@ -73,31 +73,31 @@ static void adjustShopPrices()
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{
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shopItems[0].price = (500 * currentGame.maxPlasmaOutput);
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shopItems[1].price = (500 * currentGame.maxPlasmaDamage);
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shopItems[2].price = (500 * (16 - currentGame.maxPlasmaRate));
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shopItems[2].price = (500 * (currentGame.maxPlasmaRate * 2 - 1));
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shopItems[5].price = (2000 * weapon[0].ammo[0]);
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shopItems[6].price = (2000 * weapon[0].damage);
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shopItems[7].price = (2000 * (16 - weapon[0].reload[0]));
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shopItems[5].price = (2000 * currentGame.minPlasmaOutput);
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shopItems[6].price = (2000 * currentGame.minPlasmaDamage);
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shopItems[7].price = (2000 * (currentGame.minPlasmaRate * 2 - 1));
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shopItems[8].price = (5 * currentGame.maxPlasmaAmmo);
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shopItems[9].price = (25 * currentGame.maxRocketAmmo);
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if (currentGame.maxPlasmaOutput == 5)
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if (currentGame.maxPlasmaOutput >= 5)
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shopItems[0].price = 0;
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if (currentGame.maxPlasmaDamage == 5)
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if (currentGame.maxPlasmaDamage >= 5)
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shopItems[1].price = 0;
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if (currentGame.maxPlasmaRate == 7)
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if (currentGame.maxPlasmaRate >= 5)
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shopItems[2].price = 0;
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if (weapon[0].ammo[0] == 3)
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if (currentGame.minPlasmaOutput >= 3)
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shopItems[5].price = 0;
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if (weapon[0].damage == 3)
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if (currentGame.minPlasmaDamage >= 3)
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shopItems[6].price = 0;
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if (weapon[0].reload[0] == 11)
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if (currentGame.minPlasmaRate >= 3)
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shopItems[7].price = 0;
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}
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@ -161,11 +161,11 @@ static void drawShop()
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strcpy(description, "");
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drawString("Primary Weapon", 10, 3, FONT_WHITE, shopSurface[0]);
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sprintf(description, "Plasma Cannons : %d", weapon[0].ammo[0]);
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sprintf(description, "Plasma Cannons : %d", currentGame.minPlasmaOutput);
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drawString(description, 10, 22, FONT_WHITE, shopSurface[0]);
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sprintf(description, "Plasma Power : Stage %d", weapon[0].damage);
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sprintf(description, "Plasma Power : Stage %d", currentGame.minPlasmaDamage);
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drawString(description, 10, 37, FONT_WHITE, shopSurface[0]);
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sprintf(description, "Cooler : Stage %d", ((15 - weapon[0].reload[0]) / 2) + 1);
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sprintf(description, "Cooler : Stage %d", currentGame.minPlasmaRate);
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drawString(description, 10, 52, FONT_WHITE, shopSurface[0]);
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drawString("Powerup Weapon", 10, 3, FONT_WHITE, shopSurface[1]);
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@ -173,7 +173,7 @@ static void drawShop()
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drawString(description, 10, 22, FONT_WHITE, shopSurface[1]);
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sprintf(description, "Plasma Condensor : Stage %d", currentGame.maxPlasmaDamage);
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drawString(description, 10, 37, FONT_WHITE, shopSurface[1]);
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sprintf(description, "Liquid Nitrogen : Stage %d", ((15 - currentGame.maxPlasmaRate) / 2) + 1);
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sprintf(description, "Liquid Nitrogen : Stage %d", currentGame.maxPlasmaRate);
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drawString(description, 10, 52, FONT_WHITE, shopSurface[1]);
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sprintf(description, "Plasma Capacity : %d", currentGame.maxPlasmaAmmo);
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drawString(description, 10, 67, FONT_WHITE, shopSurface[1]);
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@ -490,22 +490,22 @@ static void buy(int i)
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switch(i)
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{
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case 0:
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if (currentGame.maxPlasmaOutput == 5)
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if (currentGame.maxPlasmaOutput >= 5)
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{shopSelectedItem = -3; return;}
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currentGame.maxPlasmaOutput++;
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break;
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case 1:
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if (currentGame.maxPlasmaDamage == 5)
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if (currentGame.maxPlasmaDamage >= 5)
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{shopSelectedItem = -3; return;}
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currentGame.maxPlasmaDamage++;
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break;
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case 2:
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if (currentGame.maxPlasmaRate == 7)
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if (currentGame.maxPlasmaRate >= 5)
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{shopSelectedItem = -3; return;}
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currentGame.maxPlasmaRate -= 2;
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currentGame.maxPlasmaRate++;
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break;
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case 3:
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if (player.ammo[0] == currentGame.maxPlasmaAmmo)
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if (player.ammo[0] >= currentGame.maxPlasmaAmmo)
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{shopSelectedItem = -4; return;}
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limitCharAdd(&player.ammo[0], 10, 0, currentGame.maxPlasmaAmmo);
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break;
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@ -523,28 +523,28 @@ static void buy(int i)
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player.ammo[1]++;
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break;
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case 5:
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if (weapon[0].ammo[0] == 3)
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if (currentGame.minPlasmaOutput >= 3)
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{shopSelectedItem = -3; return;}
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weapon[0].ammo[0]++;
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if (currentGame.maxPlasmaOutput < weapon[0].ammo[0])
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currentGame.maxPlasmaOutput = weapon[0].ammo[0];
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currentGame.minPlasmaOutput++;
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if (currentGame.maxPlasmaOutput < currentGame.minPlasmaOutput)
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currentGame.maxPlasmaOutput = currentGame.minPlasmaOutput;
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break;
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case 6:
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if (weapon[0].damage == 3)
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if (currentGame.minPlasmaDamage >= 3)
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{shopSelectedItem = -3; return;}
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weapon[0].damage++;
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if (currentGame.maxPlasmaDamage < weapon[0].damage)
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currentGame.maxPlasmaDamage = weapon[0].damage;
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currentGame.minPlasmaDamage++;
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if (currentGame.maxPlasmaDamage < currentGame.minPlasmaDamage)
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currentGame.maxPlasmaDamage = currentGame.minPlasmaDamage;
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break;
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case 7:
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if (weapon[0].reload[0] == 11)
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if (currentGame.minPlasmaRate >= 3)
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{shopSelectedItem = -3; return;}
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weapon[0].reload[0] -= 2;
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if (currentGame.maxPlasmaRate > weapon[0].reload[0])
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currentGame.maxPlasmaRate = weapon[0].reload[0];
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currentGame.minPlasmaRate++;
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if (currentGame.maxPlasmaRate < currentGame.minPlasmaRate)
|
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currentGame.maxPlasmaRate = currentGame.minPlasmaRate;
|
||||
break;
|
||||
case 8:
|
||||
if (currentGame.maxPlasmaAmmo == 250)
|
||||
if (currentGame.maxPlasmaAmmo >= 250)
|
||||
{shopSelectedItem = -3; return;}
|
||||
limitCharAdd(¤tGame.maxPlasmaAmmo, 10, 0, 250);
|
||||
break;
|
||||
|
@ -626,22 +626,22 @@ static void sell(int i)
|
|||
switch (i)
|
||||
{
|
||||
case 0:
|
||||
if (currentGame.maxPlasmaOutput == 2)
|
||||
if (currentGame.maxPlasmaOutput <= 2)
|
||||
{shopSelectedItem = -5; return;}
|
||||
currentGame.maxPlasmaOutput--;
|
||||
break;
|
||||
case 1:
|
||||
if (currentGame.maxPlasmaDamage == 2)
|
||||
if (currentGame.maxPlasmaDamage <= 2)
|
||||
{shopSelectedItem = -5; return;}
|
||||
currentGame.maxPlasmaDamage--;
|
||||
break;
|
||||
case 2:
|
||||
if (currentGame.maxPlasmaRate == 13)
|
||||
if (currentGame.maxPlasmaRate <= 2)
|
||||
{shopSelectedItem = -5; return;}
|
||||
currentGame.maxPlasmaRate += 2;
|
||||
currentGame.maxPlasmaRate--;
|
||||
break;
|
||||
case 3:
|
||||
if (player.ammo[0] == 0)
|
||||
if (player.ammo[0] <= 0)
|
||||
{shopSelectedItem = -6; return;}
|
||||
if (player.ammo[0] > 9)
|
||||
limitCharAdd(&player.ammo[0], -10, 0, currentGame.maxPlasmaAmmo);
|
||||
|
@ -649,33 +649,33 @@ static void sell(int i)
|
|||
player.ammo[0] = 0;
|
||||
break;
|
||||
case 4:
|
||||
if (player.ammo[1] == 0)
|
||||
if (player.ammo[1] <= 0)
|
||||
{shopSelectedItem = -6; return;}
|
||||
player.ammo[1]--;
|
||||
break;
|
||||
case 5:
|
||||
if (weapon[0].ammo[0] == 1)
|
||||
if (currentGame.minPlasmaOutput <= 1)
|
||||
{shopSelectedItem = -5; return;}
|
||||
weapon[0].ammo[0]--;
|
||||
currentGame.minPlasmaOutput--;
|
||||
break;
|
||||
case 6:
|
||||
if (weapon[0].damage == 1)
|
||||
if (currentGame.minPlasmaDamage <= 1)
|
||||
{shopSelectedItem = -5; return;}
|
||||
weapon[0].damage--;
|
||||
currentGame.minPlasmaDamage--;
|
||||
break;
|
||||
case 7:
|
||||
if (weapon[0].reload[0] == 15)
|
||||
if (currentGame.minPlasmaRate <= 1)
|
||||
{shopSelectedItem = -5; return;}
|
||||
weapon[0].reload[0] += 2;
|
||||
currentGame.minPlasmaRate--;
|
||||
break;
|
||||
case 8:
|
||||
if (currentGame.maxPlasmaAmmo == 100)
|
||||
if (currentGame.maxPlasmaAmmo <= 100)
|
||||
{shopSelectedItem = -1; return;}
|
||||
currentGame.maxPlasmaAmmo -= 10;
|
||||
limitChar(&player.ammo[0], 0, currentGame.maxPlasmaAmmo);
|
||||
break;
|
||||
case 9:
|
||||
if (currentGame.maxRocketAmmo == 0)
|
||||
if (currentGame.maxRocketAmmo <= 0)
|
||||
{shopSelectedItem = -1; return;}
|
||||
currentGame.maxRocketAmmo -= 5;
|
||||
limitChar(&player.ammo[1], 0, currentGame.maxRocketAmmo);
|
||||
|
|
|
@ -123,7 +123,6 @@ struct Game {
|
|||
|
||||
object thePlayer;
|
||||
object playerWeapon;
|
||||
object playerWeapon2;
|
||||
|
||||
unsigned char system;
|
||||
unsigned char area;
|
||||
|
@ -166,6 +165,9 @@ struct Game {
|
|||
char destinationName[20];
|
||||
int distanceCovered;
|
||||
|
||||
unsigned char minPlasmaRate;
|
||||
unsigned char minPlasmaDamage;
|
||||
unsigned char minPlasmaOutput;
|
||||
unsigned char maxPlasmaRate;
|
||||
unsigned char maxPlasmaDamage;
|
||||
unsigned char maxPlasmaOutput;
|
||||
|
|
|
@ -116,9 +116,6 @@ void initWeapons()
|
|||
weapon[W_PLAYER_WEAPON].imageIndex[1] = 0;
|
||||
weapon[W_PLAYER_WEAPON].flags = 0;
|
||||
|
||||
// Nor is this one!
|
||||
weapon[W_PLAYER_WEAPON2] = weapon[W_PLAYER_WEAPON];
|
||||
|
||||
// Single Shot
|
||||
weapon[W_SINGLE_SHOT].id = WT_PLASMA;
|
||||
weapon[W_SINGLE_SHOT].ammo[0] = 1;
|
||||
|
|
Loading…
Reference in New Issue