Added the changes I proposed a while back.

So now, when currentGame.gamePlay is set to GAMEPLAY_ONPON:
- You start with 50 shield, and never gain any increased capacity.
- You can't charge the charge cannon and shoot at the same time; if
  you shoot the plasma gun, the charge cannon shoots as well (as if
  you had released the charge key).

I didn't add in the feature to keep the view from slowing you down,
because the method I used was imperfect anyway.
This commit is contained in:
Julian 2014-03-12 14:35:24 -04:00
parent c357c28966
commit b1ae2a4128
3 changed files with 19 additions and 7 deletions

View File

@ -70,10 +70,19 @@ void newGame()
currentGame.maxPlasmaAmmo = 100;
currentGame.maxRocketAmmo = 10;
currentGame.shieldUnits = 1;
if (currentGame.gamePlay == GAMEPLAY_ONPON)
{
currentGame.shieldUnits = 2;
player.maxShield = 50;
player.shield = 50;
}
else
{
currentGame.shieldUnits = 1;
player.maxShield = 25;
player.shield = 25;
}
player.maxShield = 25;
player.shield = 25;
player.ammo[0] = 0;
player.ammo[1] = 5;
player.weaponType[0] = W_PLAYER_WEAPON;

View File

@ -160,7 +160,8 @@ void updateSystemStatus()
strcpy(currentGame.stationedName, "Nerod");
initPlanetMissions(currentGame.system);
currentGame.shieldUnits = 2;
if (currentGame.gamePlay != GAMEPLAY_ONPON)
currentGame.shieldUnits = 2;
}
else if (currentGame.area == 11)
{
@ -170,7 +171,8 @@ void updateSystemStatus()
strcpy(currentGame.stationedName, "Odeon");
initPlanetMissions(currentGame.system);
currentGame.shieldUnits = 3;
if (currentGame.gamePlay != GAMEPLAY_ONPON)
currentGame.shieldUnits = 3;
}
else if (currentGame.area == 18)
{
@ -180,7 +182,8 @@ void updateSystemStatus()
strcpy(currentGame.stationedName, "Pluto");
initPlanetMissions(currentGame.system);
currentGame.shieldUnits = 4;
if (currentGame.gamePlay != GAMEPLAY_ONPON)
currentGame.shieldUnits = 4;
}
else // Update the mission for the planet
{

View File

@ -113,7 +113,7 @@ void doPlayer()
if (player.weaponType[1] == W_CHARGER)
{
if (engine.keyState[SDLK_SPACE])
if (engine.keyState[SDLK_SPACE] && !(currentGame.gamePlay == GAMEPLAY_ONPON && (engine.keyState[SDLK_LCTRL] || engine.keyState[SDLK_RCTRL])))
{
limitCharAdd(&player.ammo[1], 1, 0, 200);
}