qzdoom/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
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_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;
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<AHexenArmor> (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;
}