diff options
Diffstat (limited to 'src/deh_misc.c')
-rw-r--r-- | src/deh_misc.c | 66 |
1 files changed, 57 insertions, 9 deletions
diff --git a/src/deh_misc.c b/src/deh_misc.c index 8bf5f21c..9af0fbac 100644 --- a/src/deh_misc.c +++ b/src/deh_misc.c @@ -1,7 +1,7 @@ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // -// $Id: deh_misc.c 206 2005-10-17 20:27:05Z fraggle $ +// $Id: deh_misc.c 207 2005-10-17 20:49:42Z fraggle $ // // Copyright(C) 2005 Simon Howard // @@ -21,6 +21,10 @@ // 02111-1307, USA. // // $Log$ +// Revision 1.4 2005/10/17 20:49:42 fraggle +// Add dehacked "Misc" implementations for max armor+health, blue+green +// armor classes +// // Revision 1.3 2005/10/17 20:27:05 fraggle // Start of Dehacked 'Misc' section support. Initial Health+Bullets, // and bfg cells/shot are supported. @@ -47,12 +51,50 @@ #include "deh_io.h" #include "deh_main.h" +// Dehacked: "Initial Health" +// This is the initial health a player has when starting anew. +// See G_PlayerReborn in g_game.c + int deh_initial_health = 100; + +// Dehacked: "Initial bullets" +// This is the number of bullets the player has when starting anew. +// See G_PlayerReborn in g_game.c + int deh_initial_bullets = 50; -int deh_max_health; // TODO -int deh_max_armor; // TODO -int deh_green_armor_class; // TODO -int deh_blue_armor_class; // TODO + +// Dehacked: "Max Health" +// This is the maximum health that can be reached using medikits +// alone. See P_GiveBody in p_inter.c + +int deh_max_health = 100; + +// Dehacked: "Max Armor" +// This is the maximum armor which can be reached by picking up +// armor helmets. See P_TouchSpecialThing in p_inter.c + +int deh_max_armor = 200; + +// Dehacked: "Green Armor Class" +// This is the armor class that is given when picking up the green +// armor or an armor helmet. See P_TouchSpecialThing in p_inter.c +// +// Question: Does DOS dehacked modify the armor helmet behavior +// as well as the green armor behavior? I am currently following +// the Boom behavior, which is "yes". + +int deh_green_armor_class = 1; + +// Dehacked: "Blue Armor Class" +// This is the armor class that is given when picking up the blue +// armor or a megasphere. See P_TouchSpecialThing in p_inter.c +// +// Question: Does DOS dehacked modify the megasphere behavior +// as well as the blue armor behavior? I am currently following +// the Boom behavior, which is "yes". + +int deh_blue_armor_class = 2; + int deh_max_soulsphere; // TODO int deh_soulsphere_health; // TODO int deh_megasphere_health; // TODO @@ -61,7 +103,13 @@ int deh_idfa_armor; // TODO int deh_idfa_armor_class; // TODO int deh_idkfa_armor; // TODO int deh_idkfa_armor_class; // TODO + +// Dehacked: "BFG Cells/Shot" +// This is the number of CELLs firing the BFG uses up. +// See P_CheckAmmo and A_FireBFG in p_pspr.c + int deh_bfg_cells_per_shot = 40; + int deh_monsters_infight; // TODO static struct @@ -72,10 +120,10 @@ static struct } misc_settings[] = { {"Initial Health", &deh_initial_health, true}, {"Initial Bullets", &deh_initial_bullets, true}, - {"Max Health", &deh_max_health}, - {"Max Armor", &deh_max_armor}, - {"Green Armor Class", &deh_green_armor_class}, - {"Blue Armor Class", &deh_blue_armor_class}, + {"Max Health", &deh_max_health, true}, + {"Max Armor", &deh_max_armor, true}, + {"Green Armor Class", &deh_green_armor_class, true}, + {"Blue Armor Class", &deh_blue_armor_class, true}, {"Max Soulsphere", &deh_max_soulsphere}, {"Soulsphere Health", &deh_soulsphere_health}, {"Megasphere Health", &deh_megasphere_health}, |