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023b21a142
export AInventory. - Added some DECORATE fixes by Gez. SVN r1138 (trunk)
88 lines
2 KiB
C++
88 lines
2 KiB
C++
#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "a_hexenglobal.h"
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#include "gi.h"
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#define HEAL_RADIUS_DIST 255*FRACUNIT
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static FRandom pr_healradius ("HealRadius");
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// Healing Radius Artifact --------------------------------------------------
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class AArtiHealingRadius : public AInventory
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{
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DECLARE_CLASS (AArtiHealingRadius, AInventory)
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public:
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bool Use (bool pickup);
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};
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IMPLEMENT_CLASS (AArtiHealingRadius)
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bool AArtiHealingRadius::Use (bool pickup)
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{
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bool effective = false;
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int mode = Owner->GetClass()->Meta.GetMetaInt(APMETA_HealingRadius);
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] &&
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players[i].mo != NULL &&
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players[i].mo->health > 0 &&
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P_AproxDistance (players[i].mo->x - Owner->x, players[i].mo->y - Owner->y) <= HEAL_RADIUS_DIST)
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{
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// Q: Is it worth it to make this selectable as a player property?
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// A: Probably not - but it sure doesn't hurt.
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bool gotsome=false;
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switch (mode)
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{
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case NAME_Armor:
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for (int j = 0; j < 4; ++j)
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{
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AHexenArmor *armor = Spawn<AHexenArmor> (0,0,0, NO_REPLACE);
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armor->health = j;
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armor->Amount = 1;
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if (!armor->TryPickup (players[i].mo))
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{
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armor->Destroy ();
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}
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else
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{
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gotsome = true;
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}
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}
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break;
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case NAME_Mana:
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{
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int amount = 50 + (pr_healradius() % 50);
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if (players[i].mo->GiveAmmo (PClass::FindClass(NAME_Mana1), amount) ||
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players[i].mo->GiveAmmo (PClass::FindClass(NAME_Mana2), amount))
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{
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gotsome = true;
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}
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break;
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}
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default:
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//case NAME_Health:
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gotsome = P_GiveBody (players[i].mo, 50 + (pr_healradius()%50));
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break;
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}
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if (gotsome)
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{
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S_Sound (players[i].mo, CHAN_AUTO, "MysticIncant", 1, ATTN_NORM);
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effective=true;
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}
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}
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}
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return effective;
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}
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