/* ** a_health.cpp ** All health items ** **--------------------------------------------------------------------------- ** Copyright 2000-2016 Randy Heit ** Copyright 2006-2017 Cheistoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ class Health : Inventory { transient int PrevHealth; /*meta*/ int LowHealth; /*meta*/ String LowHealthMessage; property LowMessage: LowHealth, LowHealthMessage; Default { Inventory.Amount 1; Inventory.MaxAmount 0; Inventory.PickupSound "misc/health_pkup"; } //=========================================================================== // // AHealth :: PickupMessage // //=========================================================================== override String PickupMessage () { if (PrevHealth < LowHealth) { String message = LowHealthMessage; if (message.Length() != 0) { return message; } } return Super.PickupMessage(); } //=========================================================================== // // TryPickup // //=========================================================================== override bool TryPickup (in out Actor other) { PrevHealth = other.player != NULL ? other.player.health : other.health; // P_GiveBody adds one new feature, applied only if it is possible to pick up negative health: // Negative values are treated as positive percentages, ie Amount -100 means 100% health, ignoring max amount. if (other.GiveBody(Amount, MaxAmount)) { GoAwayAndDie(); return true; } return false; } } class HealthPickup : Inventory { int autousemode; property AutoUse: autousemode; Default { Inventory.DefMaxAmount; +INVENTORY.INVBAR } //=========================================================================== // // CreateCopy // //=========================================================================== override Inventory CreateCopy (Actor other) { Inventory copy = Super.CreateCopy (other); copy.health = health; return copy; } //=========================================================================== // // CreateTossable // //=========================================================================== override Inventory CreateTossable (int amount) { Inventory copy = Super.CreateTossable (-1); if (copy != NULL) { copy.health = health; } return copy; } //=========================================================================== // // HandlePickup // //=========================================================================== override bool HandlePickup (Inventory item) { // HealthPickups that are the same type but have different health amounts // do not count as the same item. if (item.health == health) { return Super.HandlePickup (item); } return false; } //=========================================================================== // // Use // //=========================================================================== override bool Use (bool pickup) { return Owner.GiveBody (health, 0); } }