Add Flame Shield visual object

This commit is contained in:
James R 2025-05-19 18:30:10 -07:00
parent 3644f8afe7
commit 2e57c5fd8b
6 changed files with 100 additions and 3 deletions

View file

@ -15481,7 +15481,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_FLAMESHIELD
-1, // doomednum
S_FLAMESHIELD1, // spawnstate
S_INVISIBLE, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound

View file

@ -14193,6 +14193,8 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
P_SetTarget(&shield->target, player->mo);
S_StartSound(player->mo, sfx_s3k3e);
player->curshield = KSHIELD_FLAME;
Obj_SpawnFlameShieldVisuals(shield);
}
if (!HOLDING_ITEM && NO_HYUDORO)

View file

@ -457,6 +457,10 @@ boolean Obj_TickBubbleShieldVisual(mobj_t *mobj);
void Obj_SpawnLightningShieldVisuals(mobj_t *source);
boolean Obj_TickLightningShieldVisual(mobj_t *mobj);
/* Flame Shield */
void Obj_SpawnFlameShieldVisuals(mobj_t *source);
boolean Obj_TickFlameShieldVisual(mobj_t *mobj);
#ifdef __cplusplus
} // extern "C"
#endif

View file

@ -63,6 +63,7 @@ target_sources(SRB2SDL2 PRIVATE
bubble-shield.cpp
flybot767.c
lightning-shield.cpp
flame-shield.cpp
)
add_subdirectory(versus)

View file

@ -0,0 +1,82 @@
// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2025 by James Robert Roman
// Copyright (C) 2025 by Kart Krew
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
#include "objects.hpp"
#include "../tables.h"
using namespace srb2::objects;
namespace
{
struct Shield : Mobj
{
void target() = delete;
Mobj* follow() const { return Mobj::target(); }
void follow(Mobj* n) { Mobj::target(n); }
player_t* player() const { return follow()->player; }
bool valid() const { return Mobj::valid(follow()) && player(); }
};
struct Visual : Mobj
{
void target() = delete;
Shield* shield() const { return Mobj::target<Shield>(); }
void shield(Shield* n) { Mobj::target(n); }
bool valid() const { return Mobj::valid(shield()) && shield()->valid(); }
static void spawn
( Shield* shield,
statenum_t state,
int offset)
{
if (!shield->valid())
return;
Visual* x = Mobj::spawn<Visual>(shield->pos(), MT_FLAMESHIELD_VISUAL);
x->scale(5 * shield->follow()->scale() / 4);
x->state(state);
x->shield(shield);
x->linkdraw(shield->follow(), offset);
}
bool tick()
{
if (!valid())
{
remove();
return false;
}
move_origin(shield()->pos());
renderflags = (renderflags & ~RF_DONTDRAW) |
(shield()->state()->num() == S_INVISIBLE ? 0 : RF_DONTDRAW);
return true;
}
};
}; // namespace
void Obj_SpawnFlameShieldVisuals(mobj_t *shield)
{
Visual::spawn(static_cast<Shield*>(shield), S_FLMA1, 1);
Visual::spawn(static_cast<Shield*>(shield), S_FLMB1, -1);
}
boolean Obj_TickFlameShieldVisual(mobj_t *mobj)
{
return static_cast<Visual*>(mobj)->tick();
}

View file

@ -6674,6 +6674,14 @@ static void P_MobjSceneryThink(mobj_t *mobj)
}
break;
}
case MT_FLAMESHIELD_VISUAL:
{
if (!Obj_TickFlameShieldVisual(mobj))
{
return;
}
break;
}
default:
if (mobj->fuse)
{ // Scenery object fuse! Very basic!
@ -8722,8 +8730,8 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
else
{
if (curstate >= S_FLAMESHIELDDASH1 && curstate <= S_FLAMESHIELDDASH12)
P_SetMobjState(mobj, S_FLAMESHIELD1);
mobj->dispoffset = ((curstate - S_FLAMESHIELD1) & 1) ? -1 : 1;
P_SetMobjState(mobj, S_INVISIBLE);
//mobj->dispoffset = ((curstate - S_FLAMESHIELD1) & 1) ? -1 : 1;
}
mobj->extravalue1 = mobj->target->player->flamedash;