#include "info.h" #include "a_pickups.h" #include "a_artifacts.h" #include "gstrings.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" #include "m_random.h" #include "a_action.h" #include "a_hexenglobal.h" #include "gi.h" #define HEAL_RADIUS_DIST 255*FRACUNIT static FRandom pr_healradius ("HealRadius"); // Healing Radius Artifact -------------------------------------------------- class AArtiHealingRadius : public AInventory { DECLARE_ACTOR (AArtiHealingRadius, AInventory) public: bool Use (bool pickup); }; FState AArtiHealingRadius::States[] = { S_BRIGHT (HRAD, 'A', 4, NULL , &States[1]), S_BRIGHT (HRAD, 'B', 4, NULL , &States[2]), S_BRIGHT (HRAD, 'C', 4, NULL , &States[3]), S_BRIGHT (HRAD, 'D', 4, NULL , &States[4]), S_BRIGHT (HRAD, 'E', 4, NULL , &States[5]), S_BRIGHT (HRAD, 'F', 4, NULL , &States[6]), S_BRIGHT (HRAD, 'G', 4, NULL , &States[7]), S_BRIGHT (HRAD, 'H', 4, NULL , &States[8]), S_BRIGHT (HRAD, 'I', 4, NULL , &States[9]), S_BRIGHT (HRAD, 'J', 4, NULL , &States[10]), S_BRIGHT (HRAD, 'K', 4, NULL , &States[11]), S_BRIGHT (HRAD, 'L', 4, NULL , &States[12]), S_BRIGHT (HRAD, 'M', 4, NULL , &States[13]), S_BRIGHT (HRAD, 'N', 4, NULL , &States[14]), S_BRIGHT (HRAD, 'O', 4, NULL , &States[15]), S_BRIGHT (HRAD, 'P', 4, NULL , &States[0]), }; IMPLEMENT_ACTOR (AArtiHealingRadius, Hexen, 10120, 0) PROP_Flags (MF_SPECIAL|MF_COUNTITEM) PROP_Flags2 (MF2_FLOATBOB) PROP_SpawnState (0) PROP_Inventory_DefMaxAmount PROP_Inventory_PickupFlash (1) PROP_Inventory_FlagsSet (IF_INVBAR|IF_FANCYPICKUPSOUND) PROP_Inventory_Icon ("ARTIHRAD") PROP_Inventory_PickupSound ("misc/p_pkup") PROP_Inventory_PickupMessage("$TXT_ARTIHEALINGRADIUS") END_DEFAULTS bool AArtiHealingRadius::Use (bool pickup) { bool effective = false; int mode = Owner->GetClass()->Meta.GetMetaInt(APMETA_HealingRadius); for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && players[i].mo != NULL && players[i].mo->health > 0 && P_AproxDistance (players[i].mo->x - Owner->x, players[i].mo->y - Owner->y) <= 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 NAME_Armor: for (int j = 0; j < 4; ++j) { AHexenArmor *armor = Spawn (0,0,0, NO_REPLACE); armor->health = j; armor->Amount = 1; if (!armor->TryPickup (players[i].mo)) { armor->Destroy (); } else { gotsome = true; } } break; case NAME_Mana: { int amount = 50 + (pr_healradius() % 50); if (players[i].mo->GiveAmmo (PClass::FindClass(NAME_Mana1), amount) || players[i].mo->GiveAmmo (PClass::FindClass(NAME_Mana2), amount)) { gotsome = true; } break; } default: //case NAME_Health: gotsome = P_GiveBody (players[i].mo, 50 + (pr_healradius()%50)); break; } if (gotsome) { S_Sound (players[i].mo, CHAN_AUTO, "MysticIncant", 1, ATTN_NORM); effective=true; } } } return effective; }