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📄 sprdfn.cpp

📁 传奇2客户端源码
💻 CPP
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	[老磊][荐沥磊] : 荐沥郴侩

*******************************************************************************************************************/
LPEFFECTSPRINFO CSprite::GetExplosionInfo(WORD wEffectNum)
{
	LPEFFECTSPRINFO pstEffect = NULL;

	for ( INT nCnt = 0; nCnt < _MAX_EXPLOSION; nCnt++ )
	{
		if ( wEffectNum == m_stExplosionSpr[nCnt].wEffectIdx )
		{
			pstEffect = &m_stExplosionSpr[nCnt];
			break;
		}
	}

	return pstEffect;
}



/******************************************************************************************************************

	窃荐疙 : CSprite::GetMagicInfo()

	累己磊 : 
	累己老 : 

	格利   : 
	涝仿   : WORD wEffectNum
	免仿   : LPEFFECTSPRINFO 

	[老磊][荐沥磊] : 荐沥郴侩

*******************************************************************************************************************/
LPEFFECTSPRINFO CSprite::GetMagicInfo(WORD wEffectNum)
{
	LPEFFECTSPRINFO pstEffect = NULL;

	for ( INT nCnt = 0; nCnt < _MAX_MAGIC; nCnt++ )
	{
		if ( wEffectNum == m_stMagicSpr[nCnt].wEffectIdx )
		{
			pstEffect = &m_stMagicSpr[nCnt];		
			break;
		}
	}

	return pstEffect;
}



/******************************************************************************************************************

	窃荐疙 : CSprite::SetSprDfn()

	累己磊 : 
	累己老 : 

	格利   : 
	涝仿   : LPSPRFRMDEF pstSprDfn
	         WORD wFstFrm
	         WORD wFrmCnt
	         WORD wDelay
	免仿   : VOID 

	[老磊][荐沥磊] : 荐沥郴侩

*******************************************************************************************************************/
VOID CSprite::SetSprDfn(LPSPRFRMDEF pstSprDfn, WORD wFstFrm, WORD wFrmCnt, WORD wDelay)
{
	pstSprDfn->wFstFrm	= wFstFrm;
	pstSprDfn->wFrmCnt	= wFrmCnt;
	pstSprDfn->wDelay	= wDelay;
}


/******************************************************************************************************************

	窃荐疙 : CSprite::SetInfo()

	累己磊 : 
	累己老 : 

	格利   : 
	免仿   : VOID 

	[老磊][荐沥磊] : 荐沥郴侩

*******************************************************************************************************************/
VOID CSprite::SetInfo()
{
	SetWeaponOrder("weapon.ord");

	//~~~ Hero 胶橇扼捞飘 汲沥. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	SetSprDfn(&m_stHeroSpr[0],     0,  4, 200);			// _MT_STAND		
	SetSprDfn(&m_stHeroSpr[1],    80,  6, 100);			// _MT_ARROWATTACK	
	SetSprDfn(&m_stHeroSpr[2],   160,  5,  80);			// _MT_SPELL1		
	SetSprDfn(&m_stHeroSpr[3],   240,  5,  80);			// _MT_SPELL2		
	SetSprDfn(&m_stHeroSpr[4],   320,  1, 100);			// _MT_HOLD		
	SetSprDfn(&m_stHeroSpr[5],   400,  1, 100);			// _MT_PUSHBACK	
	SetSprDfn(&m_stHeroSpr[6],   480,  1, 100);			// _MT_PUSHBACKFLY	
	SetSprDfn(&m_stHeroSpr[7],   560,  3, 200);			// _MT_ATTACKMODE	
	SetSprDfn(&m_stHeroSpr[8],   640,  2, 300);			// _MT_CUT			
	SetSprDfn(&m_stHeroSpr[9],   720,  6,  85);			// _MT_ONEVSWING
	SetSprDfn(&m_stHeroSpr[10],  800,  6,  85);			// _MT_TWOVSWING	
	SetSprDfn(&m_stHeroSpr[11],  880,  6,  85);			// _MT_ONEHSWING	
	SetSprDfn(&m_stHeroSpr[12],  960,  6,  85);			// _MT_TWOHSWING	
	SetSprDfn(&m_stHeroSpr[13], 1040,  6,  85);			// _MT_SPEARVSWING	
	SetSprDfn(&m_stHeroSpr[14], 1120,  6,  85);			// _MT_SPEARHSWING	
	SetSprDfn(&m_stHeroSpr[15], 1200,  3, 100);			// _MT_HITTED		
	SetSprDfn(&m_stHeroSpr[16], 1280, 10,  70);			// _MT_WHEELWIND	
	SetSprDfn(&m_stHeroSpr[17], 1360, 10,  90);			// _MT_RANDSWING	
	SetSprDfn(&m_stHeroSpr[18], 1440, 10, 100);			// _MT_BACKDROPKICK
	SetSprDfn(&m_stHeroSpr[19], 1520, 10, 120);			// _MT_DIE			
	SetSprDfn(&m_stHeroSpr[20], 1600, 10, 100);			// _MT_SPECIALDIE	
	SetSprDfn(&m_stHeroSpr[21], 1680,  6,  90);			// _MT_WALK		
	SetSprDfn(&m_stHeroSpr[22], 1760,  6, 120);			// _MT_RUN			
	SetSprDfn(&m_stHeroSpr[23], 1840,  6, 100);			// _MT_MOODEPO		
	SetSprDfn(&m_stHeroSpr[24], 1920, 10, 100);			// _MT_ROLL		
	SetSprDfn(&m_stHeroSpr[25], 2000,  4, 180);			// _MT_FISHSTAND	
	SetSprDfn(&m_stHeroSpr[26], 2080,  3, 180);			// _MT_FISHHAND	
	SetSprDfn(&m_stHeroSpr[27], 2160,  8, 180);			// _MT_FISHTHROW	
	SetSprDfn(&m_stHeroSpr[28], 2240,  8, 180);			// _MT_FISHPULL	
	SetSprDfn(&m_stHeroSpr[29], 2320,  4, 200);			// _MT_HORSESTAND	
	SetSprDfn(&m_stHeroSpr[30], 2400,  6, 100);			// _MT_HORSEWALK	
	SetSprDfn(&m_stHeroSpr[31], 2480,  6, 100);			// _MT_HORSERUN	
	SetSprDfn(&m_stHeroSpr[32], 2560,  3, 100);			// _MT_HORSEHIT	

	//~~~ Monster 胶橇扼捞飘 汲沥. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	SetSprDfn(&m_stMonSpr[0],     0,  4, 300);			// 蜡绒悼累.
	SetSprDfn(&m_stMonSpr[1],    80,  6, 130);			// 叭扁悼累.
	SetSprDfn(&m_stMonSpr[2],   160,  6, 120);			// 老馆傍拜悼累.
	SetSprDfn(&m_stMonSpr[3],   240,  2, 300);			// 嘎扁悼累.
	SetSprDfn(&m_stMonSpr[4],   320, 10, 150);			// 磷扁悼累.
	SetSprDfn(&m_stMonSpr[5],   400,  6, 150);			// 漂荐傍拜悼累1.
	SetSprDfn(&m_stMonSpr[6],   480, 10, 150);			// 漂荐傍拜悼累2.
	SetSprDfn(&m_stMonSpr[7],   560, 10, 150);			// 荤扼瘤扁悼累.
	SetSprDfn(&m_stMonSpr[8],   640,  6, 150);			// 漂荐悼累.

	//~~~ NPC 胶橇扼捞飘 汲沥. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	SetSprDfn(&m_stNPCSpr[0],     0,  4, 300);			// 蜡绒悼累.
	SetSprDfn(&m_stNPCSpr[1],    30, 10, 300);			// 漂荐悼累1.
	SetSprDfn(&m_stNPCSpr[2],    60,  6, 300);			// 漂荐悼累2.

	//~~~ Effect Frame Define. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	SetEffectInfo(&m_stEffectSpr[0],   230,  236, 100, _IMAGE_MAGIC,       _SKILL_BANWOL, 3, 4, 100, 100, 100, 100, 100, 170);	// 馆岿傍拜 12矫.
	SetEffectInfo(&m_stEffectSpr[1],    60,   70, 100, _IMAGE_MAGIC,    _SKILL_AMYOUNSUL, 3, 4, 100, 100, 100, 100, 160, 100, 255, 255, 255, _BLEND_NORMAL);	// 鞠楷贱 矫傈.
	SetEffectInfo(&m_stEffectSpr[2],    90,   98, 100, _IMAGE_MAGIC,     _SKILL_FIREWIND, 3, 4, 100, 100, 100, 100, 140, 180);	// 拳堪浅.
	SetEffectInfo(&m_stEffectSpr[3],  1820, 1828, 100, _IMAGE_MAGIC,         _SKILL_FIRE, 3, 4, 100, 100, 100, 100, 140, 180);	// 堪荤厘 矫傈.
	SetEffectInfo(&m_stEffectSpr[4],     0,    9, 100, _IMAGE_MAGIC,      _SKILL_TAMMING, 3, 4, 100, 100, 100, 170, 100, 100);	// 汾去拜矫傈.
	SetEffectInfo(&m_stEffectSpr[5],   110,  129, 100, _IMAGE_MAGIC,    _SKILL_SPACEMOVE, 3, 4, 100, 100, 100, 170, 100, 100);	// 酒傍青过.
	SetEffectInfo(&m_stEffectSpr[6],   130,  140, 100, _IMAGE_MAGIC,   _SKILL_KILLUNDEAD, 3, 4, 100, 100, 100, 170, 100, 100);	// 荤磊辣雀矫傈.
	SetEffectInfo(&m_stEffectSpr[7],  1820, 1828, 100, _IMAGE_MAGIC,     _SKILL_FIREBALL, 3, 4, 100, 100, 100, 100, 140, 180);	// 拳堪厘.
	SetEffectInfo(&m_stEffectSpr[8],   600,  610, 100, _IMAGE_MAGIC,     _SKILL_HEALLING, 3, 4, 100, 100, 100, 140, 100, 120);	// 雀汗贱.
	SetEffectInfo(&m_stEffectSpr[9],   630,  640, 100, _IMAGE_MAGIC,   _SKILL_HOLYSHIELD, 3, 4, 100, 100, 100, 170, 100, 100);	// 搬拌.
	SetEffectInfo(&m_stEffectSpr[10],  660,  670, 100, _IMAGE_MAGIC,  _SKILL_BIGHEALLING, 3, 4, 100, 100, 100, 140, 100, 120);	// 措雀汗.
//	SetEffectInfo(&m_stEffectSpr[11],  690,  704, 100, _IMAGE_MAGIC,  _SKILL_LIGHTFLOWER, 3, 4, 100, 100, 100, 170, 100, 100);	// 汾汲拳.
	SetEffectInfo(&m_stEffectSpr[11],  690,  704, 100, _IMAGE_MAGIC,  _SKILL_LIGHTFLOWER, 3, 4, 150, 100,  50, 150, 100,  50);	// 汾汲拳.	
	SetEffectInfo(&m_stEffectSpr[12], 1970, 1978,  80, _IMAGE_MAGIC, _SKILL_SHOOTLIGHTEN, 3, 4, 100, 100, 100, 170, 100, 100);	// 汾牢厘.
	SetEffectInfo(&m_stEffectSpr[13],  740,  750, 100, _IMAGE_MAGIC,    _SKILL_SKELLETON, 3, 4, 100, 100, 100, 120, 100, 120);	// 归榜家券贱.
	SetEffectInfo(&m_stEffectSpr[14],  770,  780, 100, _IMAGE_MAGIC,     _SKILL_SNOWWIND, 3, 4, 100, 100, 100, 170, 100, 100);	// 葫汲浅.
	SetEffectInfo(&m_stEffectSpr[15],  870,  890, 100, _IMAGE_MAGIC,       _SKILL_SHOWHP, 3, 4, 100, 100, 100, 100, 100, 170);	// 沤扁颇楷.
	SetEffectInfo(&m_stEffectSpr[16],  910,  920, 100, _IMAGE_MAGIC,    _SKILL_EARTHFIRE, 3, 4, 100, 100, 100, 100, 140, 180);	// 瘤堪贱.
	SetEffectInfo(&m_stEffectSpr[17],  940,  950, 100, _IMAGE_MAGIC,     _SKILL_FIREBOOM, 3, 4, 100, 100, 100, 100, 140, 180);	// 气凯颇.
	SetEffectInfo(&m_stEffectSpr[18], 1560, 1569, 100, _IMAGE_MAGIC,    _SKILL_FIREBALL2, 3, 4, 100, 100, 100, 100, 140, 180);	// 陛碍拳堪厘.
	SetEffectInfo(&m_stEffectSpr[19],  320,  326, 100, _IMAGE_MAGIC,        _SKILL_ERGUM, 3, 4, 100, 100, 100, 100, 100, 170);	// 绢八贱.
	SetEffectInfo(&m_stEffectSpr[20], 1350, 1356, 100, _IMAGE_MAGIC,         _SKILL_YEDO, 3, 4, 100, 100, 100, 100, 100, 170);	// 抗档八过.
	SetEffectInfo(&m_stEffectSpr[21], 1470, 1476, 100, _IMAGE_MAGIC,    _SKILL_FIRESWORD, 3, 4, 100, 100, 100, 100, 140, 180);	// 堪拳搬.
	SetEffectInfo(&m_stEffectSpr[22], 1430, 1445, 100, _IMAGE_MAGIC,   _SKILL_LIGHTENING, 3, 4, 100, 100, 100, 170, 100, 100);	// 碍拜.
	SetEffectInfo(&m_stEffectSpr[23],  810,  820, 100, _IMAGE_MAGIC,        _SKILL_CLOAK, 3, 4, 150, 150, 150, 200, 150, 180);	// 篮脚.
	SetEffectInfo(&m_stEffectSpr[24], 2080, 2086, 100, _IMAGE_MAGIC, _SKILL_HANGMAJINBUB, 3, 4, 150, 100,  50, 200, 150, 100);	// 亲付柳过.
	SetEffectInfo(&m_stEffectSpr[25], 2080, 2086, 100, _IMAGE_MAGIC,    _SKILL_DEJIWONHO, 3, 4, 150, 180, 200, 180, 200, 220);	// 措瘤盔龋.
	SetEffectInfo(&m_stEffectSpr[26], 2080, 2086, 100, _IMAGE_MAGIC,    _SKILL_FIRECHARM, 3, 4, 100, 150, 200, 150, 200, 250);	// 气混拌.
	SetEffectInfo(&m_stEffectSpr[27], 2080, 2086, 100, _IMAGE_MAGIC,     _SKILL_BIGCLOAK, 3, 4, 150, 150, 150, 200, 150, 180);	// 措篮脚.
	SetEffectInfo(&m_stEffectSpr[28], 2180, 2190, 100, _IMAGE_MAGIC,     _SKILL_JUMPSHOT, 3, 4, 150, 150, 150, 200, 150, 180);	// 痢橇鸡.
	SetEffectInfo(&m_stEffectSpr[29], 2270, 2280, 100, _IMAGE_MAGIC,    _SKILL_RANDSWING, 3, 4, 150, 150, 150, 200, 150, 180);	// 罚待胶喇.
	SetEffectInfo(&m_stEffectSpr[30], 2080, 2086, 100, _IMAGE_MAGIC,		_SKILL_SINSU, 3, 4, 150, 150, 150, 200, 150, 180, 255, 255, 255, _BLEND_NORMAL, 255);	// 脚荐家券.

	SetEffectInfo(&m_stEffectSpr[31], 1680, 1686, 100, _IMAGE_MONMAGIC, _MONMAGIC_NUMAGUMGI, 3, 4, 150, 150, 150, 200, 150, 180, 255, 255, 255, _BLEND_NORMAL, 255);// 穿付空 八扁.
	SetEffectInfo(&m_stEffectSpr[32], 830, 839, 100, _IMAGE_MAGIC, _SKILL_SHIELD, 3, 4, 100, 100, 100, 170, 100, 100);			// 林贱狼阜.
	//~~~ Monster Effect Frame Define. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

	//~~~ Magic Frame Define. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	SetEffectInfo(&m_stMagicSpr[0],    70,   88, 100, _IMAGE_MAGIC,    _SKILL_AMYOUNSUL, 3, 4, 190, 220, 190, 190, 240, 190, 255, 255, 255, _BLEND_NORMAL); // 鞠楷贱.
	SetEffectInfo(&m_stMagicSpr[1],  1900, 1960,  50, _IMAGE_MAGIC,         _SKILL_FIRE, 3, 4,  70,  90, 110,  90, 120, 150);	// 堪荤厘.
	SetEffectInfo(&m_stMagicSpr[2],    10,   30,  50, _IMAGE_MAGIC,      _SKILL_TAMMING, 3, 4, 200, 100, 100, 250, 150, 150);	// 汾去拜.
	SetEffectInfo(&m_stMagicSpr[3],   140,  159,  50, _IMAGE_MAGIC,   _SKILL_KILLUNDEAD, 3, 4, 200, 100, 100, 100,  75,  50);	// 荤磊辣雀.
	SetEffectInfo(&m_stMagicSpr[4],   420,  425,  20, _IMAGE_MAGIC,     _SKILL_FIREBALL, 2, 3, 100, 150, 200, 150, 200, 250);	// 拳堪厘.
	SetEffectInfo(&m_stMagicSpr[5],   610,  620, 100, _IMAGE_MAGIC,     _SKILL_HEALLING, 3, 4, 200, 140, 170, 230, 170, 200);	// 雀汗贱.
	SetEffectInfo(&m_stMagicSpr[6],   640,  650, 100, _IMAGE_MAGIC,   _SKILL_HOLYSHIELD, 3, 4, 120,  60,  60, 150,  80,  80);	// 搬拌.
	SetEffectInfo(&m_stMagicSpr[7],   670,  680,  50, _IMAGE_MAGIC,  _SKILL_BIGHEALLING, 4, 5, 200, 140, 170, 230, 170, 200);//200, 100, 100, 250, 150, 150);	// 措雀汗.
	SetEffectInfo(&m_stMagicSpr[8],  2050, 2056,  80, _IMAGE_MAGIC, _SKILL_SHOOTLIGHTEN, 2, 3, 150, 100, 100, 200, 150, 150);	// 汾牢厘.
	SetEffectInfo(&m_stMagicSpr[9],   750,  760, 155, _IMAGE_MAGIC,    _SKILL_SKELLETON, 3, 4, 150, 150, 150, 200, 150, 180);	// 归榜家券贱.
	SetEffectInfo(&m_stMagicSpr[10],  780,  800, 100, _IMAGE_MAGIC,     _SKILL_SNOWWIND, 5, 6, 255, 123,   0, 255, 123,   0, 255, 255, 255, _BLEND_LIGHTINV, 0, 1);	// 葫汲浅.
//	SetEffectInfo(&m_stMagicSpr[10],  780,  800, 100, _IMAGE_MAGIC,     _SKILL_SNOWWIND, 4, 5, 220, 150, 150, 250, 170, 170);	// 葫汲浅.
	SetEffectInfo(&m_stMagicSpr[11],  840,  850, 100, _IMAGE_MAGIC,       _SKILL_SHIELD, 3, 4, 100, 100, 100, 100, 140, 180);	// 林贱狼阜.
	SetEffectInfo(&m_stMagicSpr[12],  890,  900, 100, _IMAGE_MAGIC,       _SKILL_SHOWHP, 3, 4,  75,  75,  75, 100,  75,  50);	// 沤扁颇楷.
	SetEffectInfo(&m_stMagicSpr[13],  920,  930, 120, _IMAGE_MAGIC,    _SKILL_EARTHFIRE, 4, 5,  40,  60,  80,  60,  80, 100);	// 瘤堪贱.
	SetEffectInfo(&m_stMagicSpr[14],  980,  983, 100, _IMAGE_MAGIC,    _SKILL_FIRECHARM, 2, 3, 100, 150, 200, 150, 200, 250, 255, 255, 255, _BLEND_NORMAL, 255);	// 气混拌.
	SetEffectInfo(&m_stMagicSpr[15],  980,  983, 100, _IMAGE_MAGIC, _SKILL_HANGMAJINBUB, 2, 3, 150, 100,  50, 200, 150, 100, 255, 255, 255, _BLEND_NORMAL, 255);	// 亲付柳过.
	SetEffectInfo(&m_stMagicSpr[16],  980,  983, 100, _IMAGE_MAGIC,    _SKILL_DEJIWONHO, 2, 3, 150, 180, 200, 180, 200, 220, 255, 255, 255, _BLEND_NORMAL, 255);	// 措瘤盔龋.
	SetEffectInfo(&m_stMagicSpr[17],  950,  970, 100, _IMAGE_MAGIC,     _SKILL_FIREBOOM, 5, 6, 100, 150, 200, 150, 200, 250);	// 气凯颇.
	SetEffectInfo(&m_stMagicSpr[18], 1640, 1646,  20, _IMAGE_MAGIC,    _SKILL_FIREBALL2, 2, 3, 100, 150, 200, 150, 200, 250);	// 陛碍拳堪厘.
//	SetEffectInfo(&m_stMagicSpr[19], 1450, 1455, 100, _IMAGE_MAGIC,   _SKILL_LIGHTENING, 5, 6, 250, 150, 150, 255, 200, 200);	// 碍拜.
	SetEffectInfo(&m_stMagicSpr[19], 1450, 1455, 100, _IMAGE_MAGIC,   _SKILL_LIGHTENING, 20, 21, 255, 125, 50, 255, 255, 255);	// 碍拜.
	SetEffectInfo(&m_stMagicSpr[20],  980,  983, 100, _IMAGE_MAGIC,     _SKILL_BIGCLOAK, 2, 3, 150, 150, 150, 200, 150, 180);	// 措篮脚.
	SetEffectInfo(&m_stMagicSpr[21],  110,  129,  60, _IMAGE_MAGIC,   _SKILL_SPACEMOVE2, 3, 4, 100, 100, 100, 100, 100, 100);	// 酒傍青过2.
	SetEffectInfo(&m_stMagicSpr[22],  110,  129, 100, _IMAGE_MAGIC,   _SKILL_SPACEMOVE3, 3, 4, 100, 100, 100, 100, 100, 100);	// 酒傍青过3.

	//~~~ Monster Magic Frame Define. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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