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📄 magic.cpp

📁 传奇2客户端源码
💻 CPP
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#include "StdAfx.h"


CMagic::CMagic()
{
	m_bActiveState	= _MAGIC_FINISH;
	m_bRepeat		= FALSE;
	m_bFixed		= FALSE;
	m_bShowLight	= TRUE;

	m_pxOwner		= NULL;
	m_pxTarget		= NULL;
	m_pxMap			= NULL;

	m_shScrnX		= m_shScrnY		  = 0;
	m_shTileX		= m_shTileY		  = 0;
	m_shFireScrnX	= m_shFireScrnY	  = 0;
	m_shFireTileX	= m_shFireTileY	  = 0;
	m_shTargetScrnX = m_shTargetScrnY = 0;
	m_shTargetTileX = m_shTargetTileY = 0;	

	m_bMagicNum		= 0;

	m_wCurrDelay	= 0;	
	m_wFrmDelay		= 0;
	m_wMagicLife	= 0;

	m_dwFstFrame	= 0;				
	m_dwEndFrame	= 0;
	m_dwCurrFrame	= 0;

	m_bBlendType	= 0;
	m_bOpacity		= 0;
	m_bSwingCnt		= 0;
	m_bDir16		= 0;

	m_nPrevDistanceX = 10000;
	m_nPrevDistanceY = 10000;

	ZeroMemory(m_bLightRadius, 2);
	ZeroMemory(m_bLightColor, 2*3);
	ZeroMemory(m_bMagicColor, 3);

	m_nDuplicateNum	 = MAX_DUPLE_COUNT;

	ZeroMemory(m_lpddsMagicTextr, sizeof(LPDIRECTDRAWSURFACE7)*60);
}


CMagic::~CMagic()
{
}


BOOL CMagic::CreateMagic(BYTE bMagicNum, SHORT shFireTileX, SHORT shFireTileY, 
		                 SHORT shTargetTileX, SHORT shTargetTileY, CActor* pxOwner, INT nTarget)
{
	LPEFFECTSPRINFO pstMagicSpr = g_xSpriteInfo.GetMagicInfo(bMagicNum);

	if ( pstMagicSpr )
	{
		//------------------------------------------------------------------------------------------------------------
		// 谅钎技泼.
		//------------------------------------------------------------------------------------------------------------
		m_pxMap		= &g_xGameProc.m_xMap;

		m_pxTarget	= NULL;
		if ( nTarget )
		{
			if ( nTarget == g_xGameProc.m_xMyHero.m_dwIdentity )
			{
				m_pxTarget = &g_xGameProc.m_xMyHero;
			}
			else
			{
				g_xGameProc.m_xActorList.MoveCurrentToTop();
				CActor* pxActor;
				for ( INT nCnt = 0; nCnt < g_xGameProc.m_xActorList.GetCounter(); nCnt++ )
				{
					pxActor = g_xGameProc.m_xActorList.GetCurrentData();

					if ( pxActor->m_dwIdentity == nTarget )
					{
						m_pxTarget = pxActor;
					}
					g_xGameProc.m_xActorList.MoveNextNode();
				}
			}
		}

		// 惯荤瘤痢.
		m_shFireTileX = shFireTileX;
		m_shFireTileY = shFireTileY;
		m_pxMap->GetScrnPosFromTilePos(m_shFireTileX, m_shFireTileY, m_shFireScrnX, m_shFireScrnY);

		// 格利瘤痢.
		m_shTargetTileX = shTargetTileX;
		m_shTargetTileY = shTargetTileY;
		m_pxMap->GetScrnPosFromTilePos(m_shTargetTileX, m_shTargetTileY, m_shTargetScrnX, m_shTargetScrnY);

		// 泅犁困摹.
		m_shTileX = m_shFireTileX;
		m_shTileY = m_shFireTileY;
		m_shScrnX = m_fFloatScrnX = m_shFireScrnX;
		m_shScrnY = m_fFloatScrnY = m_shFireScrnY;

		m_bMagicColor[0] = 255;
		m_bMagicColor[1] = 255;
		m_bMagicColor[2] = 255;

	    SHORT shScrnGapX, shScrnGapY;

	    if ( m_shFireScrnX != m_shTargetScrnX )		shScrnGapX = abs(m_shTargetScrnX-m_shFireScrnX);
	    else										shScrnGapX = 1;

	    if ( m_shFireScrnY != m_shTargetScrnY )		shScrnGapY = abs(m_shTargetScrnY-m_shFireScrnY);
	    else										shScrnGapY = 1;

	    FLOAT fGapRateX = (FLOAT)(500/(FLOAT)shScrnGapX);
	    FLOAT fGapRateY = (FLOAT)(500/(FLOAT)shScrnGapY);

	    if ( shScrnGapX > shScrnGapY )
		{
			m_nDistanceX = (m_shTargetScrnX-m_shFireScrnX) * (fGapRateX);
			m_nDistanceY = (m_shTargetScrnY-m_shFireScrnY) * (fGapRateX);
		}
	    else
		{
			m_nDistanceX = (m_shTargetScrnX-m_shFireScrnX) * (fGapRateY);
			m_nDistanceY = (m_shTargetScrnY-m_shFireScrnY) * (fGapRateY);
		}

		m_bDir16 = (BYTE)m_pxMap->CalcDirection16(m_shFireTileX, m_shFireTileY, shTargetTileX, shTargetTileY);
		//------------------------------------------------------------------------------------------------------------

		//------------------------------------------------------------------------------------------------------------
		// 扁夯沥焊涝仿.
		//------------------------------------------------------------------------------------------------------------
		m_pxOwner	= pxOwner;
		m_bActiveState= _MAGIC_ACTIVE;
		m_bFixed	= TRUE;
		m_bRepeat	= FALSE;
		m_wMagicLife= 0;
		m_bMagicNum	= bMagicNum;
		m_bCurrSwing = 0;
		m_wCurrLightDelay = 0;
		//------------------------------------------------------------------------------------------------------------

		//------------------------------------------------------------------------------------------------------------
		// 付过俊 蝶弗 沥焊技泼.
		//------------------------------------------------------------------------------------------------------------
		switch ( bMagicNum )
		{
		case _SKILL_FIRECHARM:
		case _SKILL_FIREBALL2:
		case _SKILL_FIREBALL:
		case _SKILL_SHOOTLIGHTEN:
				m_bRepeat = TRUE;
				m_bFixed = FALSE;
				break;
		case _SKILL_SINSU:
				m_bRepeat = TRUE;
				m_bFixed = FALSE;
				break;
		case _SKILL_BIGCLOAK:
		case _SKILL_HANGMAJINBUB:
		case _SKILL_DEJIWONHO:	
				m_pxTarget	= NULL;
				m_bRepeat = TRUE;
				m_bFixed = FALSE;
				break;
		// 阁胶磐.
		case _MONMAGIC_MAARROW:
		case _MONMAGIC_CHIM:
				m_bRepeat = TRUE;
				m_bFixed = FALSE;
				m_bShowLight = FALSE;
				break;
		// 阁胶磐.
		case _MONMAGIC_ANTHEAL:
		case _MONMAGIC_DUALAXE:
				m_bRepeat = TRUE;
				m_bFixed = FALSE;
				m_bDir16 = (BYTE)m_pxMap->CalcDirection8(m_shFireTileX, m_shFireTileY, shTargetTileX, shTargetTileY);
				m_bShowLight = FALSE;
				break;
		case _SKILL_FIRE:	
				m_bDir16 = 0;                                                    
				m_bRepeat = FALSE;
				m_bFixed = TRUE;
				m_pxTarget	= NULL;
				break;
		// 阁胶磐.
		case _MONMAGIC_COWGHOST:
		case _MONMAGIC_SINSU:
		case _MONMAGIC_ZOMBIE:
		case _MONMAGIC_JUMAWANG:
		case _MONMAGIC_COWFLAME:
		case _MONMAGIC_SSEGI:
				if ( m_pxOwner )
					m_bDir16 = m_pxOwner->m_bCurrDir;  
				m_bRepeat = FALSE;
				m_bFixed = TRUE;
				m_pxTarget	= NULL;
				m_bShowLight = FALSE;
				break;

		case _SKILL_LIGHTENING:
		case _SKILL_FIREBOOM:	
		case _SKILL_EARTHFIRE:
		case _SKILL_SNOWWIND:	
		case _SKILL_HOLYSHIELD:
		case _SKILL_BIGHEALLING:
				m_bRepeat = FALSE;
				m_bFixed = TRUE;
				m_bDir16 = 0;
				m_pxTarget = NULL;
				break;
		case _SKILL_AMYOUNSUL:
		case _SKILL_MOOTEBO:	
		case _SKILL_TAMMING:	
		case _SKILL_KILLUNDEAD:
		case _SKILL_HEALLING:	
		case _SKILL_SKELLETON:	
		case _SKILL_SHIELD:		
		case _SKILL_SHOWHP:
		case _SKILL_SPACEMOVE2:
		case _SKILL_SPACEMOVE3:
		// 阁胶磐.
		case _MONMAGIC_KEPAL:
		case _MONMAGIC_EXPLODE:
		case _MONMAGIC_EXPLODE1:
		case _MONMAGIC_BLACK1:
		case _MONMAGIC_BLACK2:
		case _MONMAGIC_GREATANT:
		case _MONMAGIC_MAGENUMA:
		case _MONMAGIC_ANT:
		case _MONMAGIC_WORKANT:
		case _MONMAGIC_BIGGINE_CHAR:
		case _MONMAGIC_RED1:
		case _MONMAGIC_RED2:
		case _MONMAGIC_BAODIE:
		case _MONMAGIC_ZOMBIE_DIE:
		case _MONMAGIC_HUSU_DIE:
		case _MONMAGIC_SINGI_DIE:
		case _MONMAGIC_BIGGINE_ATT:
		case _MONMAGIC_SANDFISH:
				m_bRepeat = FALSE;
				m_bFixed = TRUE;
				m_bDir16 = 0;
				m_bShowLight = FALSE;
				break;
		}
		//------------------------------------------------------------------------------------------------------------

		//------------------------------------------------------------------------------------------------------------
		// 捞固瘤肺爹.
		//------------------------------------------------------------------------------------------------------------
		//------------------------------------------------------------------------------------------------------------
		// 橇饭烙沥焊掘扁.
		//------------------------------------------------------------------------------------------------------------
		m_dwFstFrame		= pstMagicSpr->dwFstFrm+(10)*m_bDir16;
		m_dwEndFrame		= pstMagicSpr->dwEndFrm+(10)*m_bDir16;
		m_dwCurrFrame		= m_dwFstFrame;
		m_wFrmDelay			= pstMagicSpr->wDelay;
		m_bLightRadius[0]	= pstMagicSpr->bLightRadius[0];
		m_bLightRadius[1]	= pstMagicSpr->bLightRadius[1];
		m_bLightColor[0][0]	= pstMagicSpr->bLightColor[0][0];
		m_bLightColor[0][1]	= pstMagicSpr->bLightColor[0][1];
		m_bLightColor[0][2]	= pstMagicSpr->bLightColor[0][2];
		m_bLightColor[1][0]	= pstMagicSpr->bLightColor[1][0];
		m_bLightColor[1][1]	= pstMagicSpr->bLightColor[1][1];
		m_bLightColor[1][2]	= pstMagicSpr->bLightColor[1][2];
		m_bBlendType		= pstMagicSpr->bBlendType;
		m_bOpacity			= pstMagicSpr->bOpa;
		m_bSwingCnt			= pstMagicSpr->bSwingCnt;
		//------------------------------------------------------------------------------------------------------------

		WORD wImgIdx = pstMagicSpr->wImgIdx;
		WORD wFileType;
		m_pxMagicImg = &g_xGameProc.m_xImage.m_xImageList[wImgIdx];
		 
		for ( INT nCnt = m_dwFstFrame; nCnt < m_dwEndFrame; nCnt++ )
		{
			if ( wImgIdx == _IMAGE_MAGIC )
			{
				wFileType = _TEXTR_FILE_MAGIC;
			}
			else if ( wImgIdx == _IMAGE_MONMAGIC )
			{
				wFileType = _TEXTR_FILE_MONMAGIC;
			}
			g_xGameProc.m_xImage.AddTextr(wFileType, wImgIdx, nCnt);
			m_lpddsMagicTextr[nCnt-m_dwFstFrame] = g_xGameProc.m_xImage.GetTextrImg(wFileType, wImgIdx, nCnt);
		}

 		D3DVECTOR vNorm(0, 0, -1);
		m_avMagic[0]  = D3DVERTEX(D3DVECTOR(-0.5f, 0.5f, 0), vNorm, 0, 0);
		m_avMagic[1]  = D3DVERTEX(D3DVECTOR(-0.5f,-0.5f, 0), vNorm, 0, 1);
		m_avMagic[2]  = D3DVERTEX(D3DVECTOR( 0.5f, 0.5f, 0), vNorm, 1, 0);
		m_avMagic[3]  = D3DVERTEX(D3DVECTOR( 0.5f,-0.5f, 0), vNorm, 1, 1);
		//------------------------------------------------------------------------------------------------------------

		const INT nMagicSndTbl[31] = 
		{
			 0,  6,  8, 14, 15,  9,  0, 20, 21, 32,
			 1,  2, 16, 29, 24, 10, 17, 33, 19, 31,
			28, 22, 13, 21,  5,  0, 12, 11,  0, 18, 
			30,
		};
		INT nWaveNum = -1;
		BOOL bLoop = FALSE;
		if ( m_bMagicNum == _SKILL_EARTHFIRE )
			bLoop = TRUE;
		static DWORD dwLastTick = 0;
		if ( timeGetTime() - dwLastTick > 100 )
		{
			if ( m_bMagicNum < 31 )
			{
				if ( m_bFixed )
					nWaveNum = nMagicSndTbl[m_bMagicNum]*10 + 10000 + 2;
				else
					nWaveNum = nMagicSndTbl[m_bMagicNum]*10 + 10000 + 1;
			}
/*			if ( nWaveNum > 10010 )
				m_nDuplicateNum = g_xSound.PlayActorWav(m_shTileX, m_shTileY, g_xGameProc.m_xMyHero.m_wPosX, g_xGameProc.m_xMyHero.m_wPosY, nWaveNum, 100, bLoop);
*/		}
		dwLastTick = timeGetTime();

		return TRUE;
	}
	return FALSE;
}


BOOL CMagic::DrawLight(CLightFog* xLightFog, INT nLoopTime)
{
	BYTE bSwingCnt		= 0;				// 橇饭烙捞 函拳灯阑锭父.
	m_wCurrLightDelay  += nLoopTime;

	if ( m_bMagicNum == _SKILL_EARTHFIRE || m_bMagicNum == _SKILL_HOLYSHIELD || m_bMagicNum == _SKILL_FIRE || m_bMagicNum == _SKILL_SPACEMOVE2 || m_bMagicNum == _SKILL_SINSU || m_bMagicNum == _SKILL_LIGHTENING )
	{
		if ( m_bActiveState == _MAGIC_ACTIVE )
		{
			if ( m_wCurrLightDelay > 200 )
			{
				m_wCurrLightDelay = 0;
				m_bCurrSwing++;

				if ( m_bCurrSwing > m_bSwingCnt )
				{
					m_bCurrSwing = 0;
				}
			}
		}
		else if( m_bActiveState == _LIGHT_ACTIVE ) 
		{
			m_bCurrSwing = 0;

			m_bLightColor[0][0] -= 2;
			if ( m_bLightColor[0][0] <= 2 )		m_bLightColor[0][0] = 2;

			m_bLightColor[0][1] -= 2;
			if ( m_bLightColor[0][1] <= 2 )		m_bLightColor[0][1] = 2;

			m_bLightColor[0][2] -= 2;
			if ( m_bLightColor[0][2] <= 2 )		m_bLightColor[0][2] = 2;

			m_bLightColor[1][0] -= 2;
			if ( m_bLightColor[1][0] <= 2 )		m_bLightColor[1][0] = 2;

			m_bLightColor[1][1] -= 2;
			if ( m_bLightColor[1][1] <= 2 )		m_bLightColor[1][1] = 2;

			m_bLightColor[1][2] -= 2;
			if ( m_bLightColor[1][2] <= 2 )		m_bLightColor[1][2] = 2;


			if ( m_bLightColor[0][0] == 2 && 	 
				 m_bLightColor[0][1] == 2 &&
				 m_bLightColor[0][2] == 2 &&
				 m_bLightColor[1][0] == 2 && 
				 m_bLightColor[1][1] == 2 &&
				 m_bLightColor[1][2] == 2)
			{
				 m_bActiveState = _MAGIC_FINISH;
				 return FALSE;
			}
		}
	}
	else
	{
		if ( m_wCurrLightDelay > 200 )
		{
			if ( m_bActiveState == _MAGIC_ACTIVE )
			{
				m_wCurrLightDelay = 0;
				m_bCurrSwing++;

				if ( m_bCurrSwing > m_bSwingCnt )
				{
					m_bCurrSwing = 0;
				}
			}
			else if( m_bActiveState == _LIGHT_ACTIVE )
			{
				m_bCurrSwing = 0;
				m_wCurrLightDelay = 150;
				if ( m_bLightRadius[0] > 1 )

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