#include "info.h" #include "a_pickups.h" #include "a_artifacts.h" #include "gstrings.h" #include "p_local.h" #include "gi.h" #include "s_sound.h" // Boost Armor Artifact (Dragonskin Bracers) -------------------------------- class AArtiBoostArmor : public AInventory { DECLARE_ACTOR (AArtiBoostArmor, AInventory) public: bool Use (bool pickup); }; FState AArtiBoostArmor::States[] = { #define S_ARTI_ARMOR1 0 S_BRIGHT (BRAC, 'A', 4, NULL , &States[1]), S_BRIGHT (BRAC, 'B', 4, NULL , &States[2]), S_BRIGHT (BRAC, 'C', 4, NULL , &States[3]), S_BRIGHT (BRAC, 'D', 4, NULL , &States[4]), S_BRIGHT (BRAC, 'E', 4, NULL , &States[5]), S_BRIGHT (BRAC, 'F', 4, NULL , &States[6]), S_BRIGHT (BRAC, 'G', 4, NULL , &States[7]), S_BRIGHT (BRAC, 'H', 4, NULL , &States[0]), }; IMPLEMENT_ACTOR (AArtiBoostArmor, Hexen, 8041, 22) PROP_Flags (MF_SPECIAL|MF_COUNTITEM) PROP_Flags2 (MF2_FLOATBOB) PROP_SpawnState (0) PROP_Inventory_DefMaxAmount PROP_Inventory_FlagsSet (IF_INVBAR|IF_PICKUPFLASH|IF_FANCYPICKUPSOUND) PROP_Inventory_Icon ("ARTIBRAC") PROP_Inventory_PickupSound ("misc/p_pkup") PROP_Inventory_PickupMessage("$TXT_ARTIBOOSTARMOR") END_DEFAULTS bool AArtiBoostArmor::Use (bool pickup) { int count = 0; if (gameinfo.gametype == GAME_Hexen) { AHexenArmor *armor; for (int i = 0; i < 4; ++i) { armor = Spawn (0,0,0, NO_REPLACE); armor->flags |= MF_DROPPED; armor->health = i; armor->Amount = 1; if (!armor->TryPickup (Owner)) { armor->Destroy (); } else { count++; } } return count != 0; } else { ABasicArmorBonus *armor = Spawn (0,0,0, NO_REPLACE); armor->flags |= MF_DROPPED; armor->SaveAmount = 50; armor->MaxSaveAmount = 300; if (!armor->TryPickup (Owner)) { armor->Destroy (); return false; } else { return true; } } }