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:
onpon4 2015-03-29 14:27:29 -04:00
parent f9da05655d
commit 9f7809de1c
2 changed files with 4 additions and 3 deletions

View File

@ -945,7 +945,7 @@ bool alien_place(object *alien)
if (currentGame.area == MISN_MARS) 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); alien->y = RANDRANGE(-screen->h / 3, (4 * screen->h) / 3);
} }

View File

@ -924,14 +924,15 @@ int mainGameLoop()
if ((currentGame.area == MISN_MARS) && (engine.addAliens > -1)) 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], // XXX: The originally specified range for x was [800, 100],
// which with the original rrand function caused the result // which with the original rrand function caused the result
// returned to be `800 + rand() % -699`. Clearly a mistake, // returned to be `800 + rand() % -699`. Clearly a mistake,
// but I'm not entirely sure what the original intention was. // but I'm not entirely sure what the original intention was.
// For now, I've set the range to [800, 1500], which // For now, I've set the range to [800, 1500], which
// approximately replicates the original's results. // 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); 180 + rand() % 60);
} }