qzdoom-gpl/src/g_hexen/a_healingradius.cpp

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#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
// 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)
PROP_Flags2 (MF2_FLOATBOB)
PROP_SpawnState (0)
PROP_Inventory_DefMaxAmount
PROP_Inventory_FlagsSet (IF_INVBAR|IF_PICKUPFLASH|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;
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)
{
effective |= static_cast<APlayerPawn*>(Owner)->DoHealingRadius (players[i].mo);
}
}
return effective;
}