
// Healing Radius Artifact --------------------------------------------------

class ArtiHealingRadius : Inventory
{
	const HEAL_RADIUS_DIST = 255.;

	Default
	{
		+COUNTITEM
		+FLOATBOB
		Inventory.DefMaxAmount;
		+INVENTORY.INVBAR 
		+INVENTORY.FANCYPICKUPSOUND
		Inventory.PickupFlash "PickupFlash";
		Inventory.Icon "ARTIHRAD";
		Inventory.PickupSound "misc/p_pkup";
		Inventory.PickupMessage "$TXT_ARTIHEALINGRADIUS";
		Tag "$TAG_ARTIHEALINGRADIUS";
	}
	States
	{
	Spawn:
		HRAD ABCDEFGHIJKLMNOP 4 Bright;
		Loop;
	}	
	
	override bool Use (bool pickup)
	{
		bool effective = false;
		Name mode = 'Health';
		
		PlayerPawn pp = PlayerPawn(Owner);
		if (pp) mode = pp.HealingRadiusType;

		for (int i = 0; i < MAXPLAYERS; ++i)
		{
			PlayerPawn mo = players[i].mo;
			if (playeringame[i] && mo != null && mo.health > 0 && mo.Distance2D (Owner) <= HEAL_RADIUS_DIST)
			{
				// Q: Is it worth it to make this selectable as a player property?
				// A: Probably not - but it sure doesn't hurt.
				bool gotsome=false;
				switch (mode)
				{
				case 'Armor':
					for (int j = 0; j < 4; ++j)
					{
						HexenArmor armor = HexenArmor(Spawn("HexenArmor"));
						armor.health = j;
						armor.Amount = 1;
						if (!armor.CallTryPickup (mo))
						{
							armor.Destroy ();
						}
						else
						{
							gotsome = true;
						}
					}
					break;

				case 'Mana':
				{
					int amount = 50 + (random[HealRadius]() % 50);

					if (mo.GiveAmmo ("Mana1", amount) ||
						mo.GiveAmmo ("Mana2", amount))
					{
						gotsome = true;
					}
					break;
				}

				default:
				//case NAME_Health:
					gotsome = mo.GiveBody (50 + (random[HealRadius]() % 50));
					break;
				}
				if (gotsome)
				{
					mo.A_PlaySound ("MysticIncant", CHAN_AUTO);
					effective=true;
				}
			}
		}
		return effective;

	}
	
}

