Classes:ArtiHealingRadius

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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Mystic ambit incant
Actor type Artifact Game MiniHexenLogoIcon.png (Hexen)
DoomEd Number 10120 Class Name ArtiHealingRadius


Classes: InventoryArtiHealingRadius
The Mystic Ambit Incant is used in Hexen cooperative to have different effects on fellow players, based on the class of the person who picks it up and uses it. All players within 255 map units of the user (including the user themselves) will be affected by the Incant.

The result depends on the value of the user's HealRadiusType property:

  • Health restores each affected player's health by 50-90 points.
  • Armor gives each affected player 1 point of Armor Class.
  • Mana restores each affected player's Blue Mana and Green Mana by 50-99 points. (Each mana type recieves the same amount per Incant.)

ZScript definition

Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub.
class ArtiHealingRadius : Inventory
{
	const HEAL_RADIUS_DIST = 255.;

	Default
	{
		+COUNTITEM
		+FLOATBOB
		Inventory.DefMaxAmount;
		+INVENTORY.INVBAR 
		+INVENTORY.FANCYPICKUPSOUND
		Inventory.PickupFlash "PickupFlash";
		Inventory.Icon "ARTIHRAD";
		Inventory.PickupSound "misc/p_pkup";
		Inventory.PickupMessage "$TXT_ARTIHEALINGRADIUS";
		Tag "$TAG_ARTIHEALINGRADIUS";
	}
	States
	{
	Spawn:
		HRAD ABCDEFGHIJKLMNOP 4 Bright;
		Loop;
	}	
	
	override bool Use (bool pickup)
	{
		bool effective = false;
		Name mode = 'Health';
		
		PlayerPawn pp = PlayerPawn(Owner);
		if (pp) mode = pp.HealingRadiusType;

		for (int i = 0; i < MAXPLAYERS; ++i)
		{
			if (!playeringame[i])
			{
				continue;
			}

			PlayerPawn mo = players[i].mo;
			if (mo != null && mo.health > 0 && mo.Distance2D (Owner) <= 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 'Armor':
					for (int j = 0; j < 4; ++j)
					{
						HexenArmor armor = HexenArmor(Spawn("HexenArmor"));
						armor.health = j;
						armor.Amount = 1;
						if (!armor.CallTryPickup (mo))
						{
							armor.Destroy ();
						}
						else
						{
							gotsome = true;
						}
					}
					break;

				case 'Mana':
				{
					int amount = random[HealRadius](50, 99);

					if (mo.GiveAmmo ("Mana1", amount) ||
						mo.GiveAmmo ("Mana2", amount))
					{
						gotsome = true;
					}
					break;
				}

				default:
				//case NAME_Health:
					gotsome = mo.GiveBody (random[HealRadius](50, 99));
					break;
				}
				if (gotsome)
				{
					mo.A_StartSound ("MysticIncant", CHAN_AUTO);
					effective=true;
				}
			}
		}
		return effective;

	}
	
}

DECORATE definition

Note: This is legacy code, kept here for reference only. DECORATE is still supported but no longer used by GZDoom. GZDoom internally uses the ZScript definition above.
ACTOR ArtiHealingRadius : Inventory native
{
  +COUNTITEM
  +FLOATBOB
  Inventory.DefMaxAmount
  +INVENTORY.INVBAR 
  +INVENTORY.PICKUPFLASH
  +INVENTORY.FANCYPICKUPSOUND
  Inventory.Icon "ARTIHRAD"
  Inventory.PickupSound "misc/p_pkup"
  Inventory.PickupMessage "$TXT_ARTIHEALINGRADIUS" // "MYSTIC AMBIT INCANT"
  Tag "$TAG_ARTIHEALINGRADIUS"
  States
  {
  Spawn:
    HRAD ABCDEFGHIJKLMNOP 4 Bright
    Loop
  }
}

See also