Fixed nerfing in super-easy mode

This commit is contained in:
Layla Marchant 2020-05-26 17:35:24 -04:00
parent d8734e5625
commit a2ad01846a
2 changed files with 40 additions and 25 deletions

View File

@ -62,6 +62,30 @@ static int alien_getFreeIndex()
return -1;
}
static void alien_nerf(int index)
{
if (game.difficulty == DIFFICULTY_SUPEREASY)
{
if ((aliens[index].classDef == CD_SID)
|| (aliens[index].classDef == CD_PHOEBE)
|| (aliens[index].classDef == CD_URSULA)
|| (aliens[index].classDef == CD_GOODTRANSPORT)
|| (aliens[index].classDef == CD_REBELCARRIER)
|| ((game.area == MISN_URUSOR)
&& (aliens[index].classDef == CD_CARGOSHIP)))
{
aliens[index].shield *= 10;
aliens[index].maxShield *= 10;
}
else if ((aliens[index].classDef != CD_ASTEROID)
&& (aliens[index].classDef != CD_ASTEROID2))
{
aliens[index].shield /= 2;
aliens[index].maxShield /= 2;
}
}
}
void alien_defs_init()
{
// Dual Plasma Fighter.
@ -1100,6 +1124,8 @@ void aliens_init()
if (i == ALIEN_BOSS)
aliens[i].chance[1] = 5;
}
alien_nerf(i);
}
}
@ -1312,27 +1338,6 @@ int alien_add()
aliens[index].deathCounter = 0 - (aliens[index].maxShield * 3);
aliens[index].hit = 0;
if (game.difficulty == DIFFICULTY_SUPEREASY)
{
if ((aliens[index].classDef == CD_SID)
|| (aliens[index].classDef == CD_PHOEBE)
|| (aliens[index].classDef == CD_URSULA)
|| (aliens[index].classDef == CD_GOODTRANSPORT)
|| (aliens[index].classDef == CD_REBELCARRIER)
|| ((game.area == MISN_URUSOR)
&& (aliens[index].classDef == CD_CARGOSHIP)))
{
aliens[index].shield *= 2;
aliens[index].maxShield *= 2;
}
else if ((aliens[index].classDef != CD_ASTEROID)
&& (aliens[index].classDef != CD_ASTEROID2))
{
aliens[index].shield /= 2;
aliens[index].maxShield /= 2;
}
}
LIMIT(aliens[index].deathCounter, -250, 0);
// Attempts to place an alien. If it fails, the alien is deactivated.
@ -1356,6 +1361,8 @@ int alien_add()
aliens[index].ammo[0] = 0;
alien_nerf(index);
if (game.area == MISN_ELLESH)
aliens[index].flags |= FL_HASMINIMUMSPEED;
@ -1381,6 +1388,8 @@ void alien_addDrone(Object *hostAlien)
aliens[index].x = hostAlien->x + RANDRANGE(0, 50);
aliens[index].y = hostAlien->y + RANDRANGE(0, 50);
alien_nerf(index);
}
void alien_addSmallAsteroid(Object *hostAlien)
@ -1448,6 +1457,8 @@ void alien_addFriendly(int type)
// For the sake of it being the final battle :)
if (game.area == MISN_EARTH)
aliens[type].flags |= FL_IMMORTAL;
alien_nerf(type);
}
int alien_place(Object *alien)

View File

@ -471,15 +471,19 @@ static void game_doCollectables()
case P_SUPER:
game.powerups++;
if ((game.area != MISN_INTERCEPTION) ||
(game.difficulty == DIFFICULTY_ORIGINAL) ||
(player.ammo[0] > 0))
if ((game.difficulty == DIFFICULTY_ORIGINAL)
|| (game.difficulty == DIFFICULTY_SUPEREASY)
|| (game.area != MISN_INTERCEPTION)
|| (player.ammo[0] > 0))
{
if (game.difficulty == DIFFICULTY_ORIGINAL)
player.ammo[0] = MAX(player.ammo[0], 50);
else if (game.area != MISN_INTERCEPTION)
else if ((game.difficulty == DIFFICULTY_SUPEREASY)
|| (game.area != MISN_INTERCEPTION))
{
LIMIT_ADD(player.ammo[0], collectable->value,
0, game.maxPlasmaAmmo);
}
weapons[W_PLAYER_WEAPON].ammo[0] = 5;
weapons[W_PLAYER_WEAPON].damage = 5;