Made the mines in Mars more sparse and numerous.
There. Together with spreading out the asteroids, this has the effect of getting rid of the sort of boxed-in feel this mission originally had, and preventing the mission from being beaten simply by going up or down forever.
This commit is contained in:
parent
f9da05655d
commit
9f7809de1c
|
@ -945,7 +945,7 @@ bool alien_place(object *alien)
|
|||
|
||||
if (currentGame.area == MISN_MARS)
|
||||
{
|
||||
alien->x = screen->w;
|
||||
alien->x = screen->w + RANDRANGE(0, 400);
|
||||
alien->y = RANDRANGE(-screen->h / 3, (4 * screen->h) / 3);
|
||||
}
|
||||
|
||||
|
|
|
@ -924,14 +924,15 @@ int mainGameLoop()
|
|||
|
||||
if ((currentGame.area == MISN_MARS) && (engine.addAliens > -1))
|
||||
{
|
||||
if ((rand() % 10) == 0)
|
||||
if ((rand() % 5) == 0)
|
||||
// XXX: The originally specified range for x was [800, 100],
|
||||
// which with the original rrand function caused the result
|
||||
// returned to be `800 + rand() % -699`. Clearly a mistake,
|
||||
// but I'm not entirely sure what the original intention was.
|
||||
// For now, I've set the range to [800, 1500], which
|
||||
// approximately replicates the original's results.
|
||||
addCollectable(RANDRANGE(800, 1500), player.y, P_MINE, 25,
|
||||
addCollectable(RANDRANGE(800, 1500),
|
||||
RANDRANGE(-screen->h / 3, (4 * screen->h) / 3), P_MINE, 25,
|
||||
180 + rand() % 60);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue