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1502215009
so now larger scales than 4 can be done. SVN r381 (trunk)
117 lines
3.2 KiB
C++
117 lines
3.2 KiB
C++
#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "a_hexenglobal.h"
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#include "gi.h"
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#define HEAL_RADIUS_DIST 255*FRACUNIT
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static FRandom pr_healradius ("HealRadius");
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// Healing Radius Artifact --------------------------------------------------
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class AArtiHealingRadius : public AInventory
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{
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DECLARE_ACTOR (AArtiHealingRadius, AInventory)
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public:
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bool Use (bool pickup);
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};
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FState AArtiHealingRadius::States[] =
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{
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S_BRIGHT (HRAD, 'A', 4, NULL , &States[1]),
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S_BRIGHT (HRAD, 'B', 4, NULL , &States[2]),
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S_BRIGHT (HRAD, 'C', 4, NULL , &States[3]),
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S_BRIGHT (HRAD, 'D', 4, NULL , &States[4]),
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S_BRIGHT (HRAD, 'E', 4, NULL , &States[5]),
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S_BRIGHT (HRAD, 'F', 4, NULL , &States[6]),
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S_BRIGHT (HRAD, 'G', 4, NULL , &States[7]),
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S_BRIGHT (HRAD, 'H', 4, NULL , &States[8]),
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S_BRIGHT (HRAD, 'I', 4, NULL , &States[9]),
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S_BRIGHT (HRAD, 'J', 4, NULL , &States[10]),
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S_BRIGHT (HRAD, 'K', 4, NULL , &States[11]),
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S_BRIGHT (HRAD, 'L', 4, NULL , &States[12]),
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S_BRIGHT (HRAD, 'M', 4, NULL , &States[13]),
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S_BRIGHT (HRAD, 'N', 4, NULL , &States[14]),
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S_BRIGHT (HRAD, 'O', 4, NULL , &States[15]),
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S_BRIGHT (HRAD, 'P', 4, NULL , &States[0]),
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};
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IMPLEMENT_ACTOR (AArtiHealingRadius, Hexen, 10120, 0)
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PROP_Flags (MF_SPECIAL|MF_COUNTITEM)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_SpawnState (0)
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PROP_Inventory_DefMaxAmount
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PROP_Inventory_FlagsSet (IF_INVBAR|IF_PICKUPFLASH|IF_FANCYPICKUPSOUND)
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PROP_Inventory_Icon ("ARTIHRAD")
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PROP_Inventory_PickupSound ("misc/p_pkup")
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PROP_Inventory_PickupMessage("$TXT_ARTIHEALINGRADIUS")
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END_DEFAULTS
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bool AArtiHealingRadius::Use (bool pickup)
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{
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bool effective = false;
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int mode = Owner->GetClass()->Meta.GetMetaInt(APMETA_HealingRadius);
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] &&
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players[i].mo != NULL &&
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players[i].mo->health > 0 &&
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P_AproxDistance (players[i].mo->x - Owner->x, players[i].mo->y - Owner->y) <= HEAL_RADIUS_DIST)
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{
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// Q: Is it worth it to make this selectable as a player property?
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// A: Probably not - but it sure doesn't hurt.
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bool gotsome=false;
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switch (mode)
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{
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case NAME_Armor:
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for (int j = 0; j < 4; ++j)
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{
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AHexenArmor *armor = Spawn<AHexenArmor> (0,0,0, NO_REPLACE);
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armor->health = j;
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armor->Amount = 1;
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if (!armor->TryPickup (players[i].mo))
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{
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armor->Destroy ();
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}
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else
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{
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gotsome = true;
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}
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}
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break;
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case NAME_Mana:
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{
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int amount = 50 + (pr_healradius() % 50);
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if (players[i].mo->GiveAmmo (PClass::FindClass(NAME_Mana1), amount) ||
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players[i].mo->GiveAmmo (PClass::FindClass(NAME_Mana2), amount))
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{
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gotsome = true;
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}
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break;
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}
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default:
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//case NAME_Health:
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gotsome = P_GiveBody (players[i].mo, 50 + (pr_healradius()%50));
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break;
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}
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if (gotsome)
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{
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S_Sound (players[i].mo, CHAN_AUTO, "MysticIncant", 1, ATTN_NORM);
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effective=true;
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}
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}
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}
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return effective;
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}
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