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📄 magic.cpp

📁 传奇2客户端源码
💻 CPP
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	{
		m_xElec.InitElec();
		m_xElec.SetupElec();

		m_bArrived = FALSE;

		m_shEPosX = m_shFireScrnX;
		m_shEPosY = m_shFireScrnY;

		SHORT	shScrnGapX, shScrnGapY;
		INT		nDisX, nDisY;

	    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)(25/(FLOAT)shScrnGapX);
	    FLOAT fGapRateY = (FLOAT)(25/(FLOAT)shScrnGapY);

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

		m_shTargetScrnX += nDisX;
		m_shTargetScrnY += nDisY;

		return TRUE;
	}

	return FALSE;	
}

BOOL CElecMagic::UpdateMagic(INT nLoopTime)
{
	m_wMagicLife += nLoopTime;

	if ( !DrawLight(&g_xGameProc.m_xLightFog, nLoopTime) )
		return FALSE;

	FLOAT fDisX = (FLOAT)((FLOAT)m_nDistanceX/300);
	FLOAT fDisY = (FLOAT)((FLOAT)m_nDistanceY/300);
	
	m_fFloatScrnX += ((fDisX) * (FLOAT)nLoopTime);
	m_fFloatScrnY += ((fDisY) * (FLOAT)nLoopTime);

	if ( !m_bArrived )
	{
		m_shScrnX = (SHORT)m_fFloatScrnX;
		m_shScrnY = (SHORT)m_fFloatScrnY;

		m_pxMap->GetTilePosFromScrnPos(m_shScrnX, m_shScrnY, m_shTileX, m_shTileY);

		if ( (abs(m_shTargetScrnX-m_shScrnX) <= 32 && abs(m_shTargetScrnY-m_shScrnY) <= 20) )
		{
			m_fFloatScrnX = m_shFireScrnX;
			m_fFloatScrnY = m_shFireScrnY;
			m_bArrived = TRUE;
		}
	}
	else 
	{
		m_shEPosX = (SHORT)m_fFloatScrnX;
		m_shEPosY = (SHORT)m_fFloatScrnY;

		m_pxMap->GetTilePosFromScrnPos(m_shScrnX, m_shScrnY, m_shTileX, m_shTileY);

		if ( (abs(m_shTargetScrnX-m_shEPosX) <= 32 && abs(m_shTargetScrnY-m_shEPosY) <= 20) )
		{
			m_bActiveState = _MAGIC_FINISH;
		}
	}

	if ( m_wMagicLife > 2000 )
		m_bActiveState = _MAGIC_FINISH;

	return TRUE;
}

BOOL CElecMagic::DrawMagic()
{
	INT nCnt = 0;
	while ( nCnt < 1 )
	{
//		m_xElec.UpdateElec(m_shEPosX + 24, m_shEPosY - 32, m_shScrnX + 24, m_shScrnY - 32);
//		m_xElec.UpdateElec(m_shFireScrnX + 24, m_shFireScrnY - 32, m_shScrnX + 24, m_shScrnY - 32);
		m_xElec.UpdateElec(m_shFireScrnX + 24, m_shFireScrnY - 32, m_shTargetScrnX + 24, m_shTargetScrnY - 32);
		m_xElec.RenderElec(g_xMainWnd.Get3DDevice());

		nCnt++;
	}
	return TRUE;
}








BOOL CMagicStream::CreateMagic(BYTE bMagicNum, SHORT shFireTileX, SHORT shFireTileY, 
		                      SHORT shTargetTileX, SHORT shTargetTileY, CActor* pxOwner, INT nTarget, WORD wStartMagicTime, POINT ptTileGap)
{
	CMagic::CreateMagic(bMagicNum, shFireTileX, shFireTileY, shTargetTileX, shTargetTileY, pxOwner, nTarget);
	m_wMagicStart = wStartMagicTime;
	m_ptTileGap	  = ptTileGap;

	m_bDir16 = (BYTE)m_pxMap->CalcDirection8(m_shFireTileX, m_shFireTileY, shTargetTileX, shTargetTileY);

	return TRUE;
}


BOOL CMagicStream::UpdateMagic(INT nLoopTime)
{
	m_wCurrDelay += nLoopTime;
	m_wMagicLife += nLoopTime;

	if ( m_wMagicLife > m_wMagicStart )
	{
		if ( m_wCurrDelay > m_wFrmDelay )
		{
			m_dwCurrFrame++;
			m_wCurrDelay = 0;

			if ( m_nDuplicateNum < MAX_DUPLE_COUNT )
			{
				INT nWaveNum = -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,
				};
				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 )
					g_xSound.ChgPlayingSet(nWaveNum, m_nDuplicateNum, m_shTileX, m_shTileY, g_xGameProc.m_xMyHero.m_wPosX, g_xGameProc.m_xMyHero.m_wPosY);
*/			}

			if ( m_bMagicNum == _SKILL_FIRE )
			{
				if ( m_dwCurrFrame >= 1925 )				m_wFrmDelay = 80;
				if ( m_dwCurrFrame <  1915 )				m_dwCurrFrame++;

				if ( m_dwCurrFrame >= m_dwEndFrame-30 )
				{
					m_dwCurrFrame  = m_dwEndFrame-29;
					m_bActiveState = _LIGHT_ACTIVE;
				}
			}
			else
			{
				if ( m_dwCurrFrame >= m_dwEndFrame )
				{
					m_dwCurrFrame  = m_dwEndFrame-1;
					m_bActiveState = _LIGHT_ACTIVE;
				}
			}
		}
	}

	if ( !DrawLight(&g_xGameProc.m_xLightFog, nLoopTime) )
		return FALSE;

	return TRUE;
}


BOOL CMagicStream::DrawMagic()
{
	if ( m_wMagicLife > m_wMagicStart )
	{
		m_shTileX = m_shTargetTileX;
		m_shTileY = m_shTargetTileY;
		m_pxMap->GetScrnPosFromTilePos(m_shTargetTileX, m_shTargetTileY, m_shTargetScrnX, m_shTargetScrnY);
		m_shScrnX = m_shTargetScrnX;
		m_shScrnY = m_shTargetScrnY;

		if ( m_bMagicNum == _SKILL_FIRE )
		{
			BYTE bCanMove  = m_pxMap->GetTileAttribute(m_shTileX, m_shTileY);
			if ( bCanMove == _CAN_WALK )
			{
				CMagic::DrawMagic();

				if ( m_bDir16 != 0 && m_bDir16 != 4 )
				{
					m_dwCurrFrame += 30;
//					m_dwFstFrame += 30;
					m_shScrnX = m_shScrnX+(m_ptTileGap.x*_CELL_WIDTH/2);
					m_shScrnY = m_shScrnY+(m_ptTileGap.y*_CELL_HEIGHT/2);
					CMagic::DrawMagic();
					m_dwCurrFrame -= 30;
//					m_dwFstFrame -= 30;
					return TRUE;
				}
			}
		}
		else
		{
			CMagic::DrawMagic();
			m_shScrnX = m_shScrnX+(m_ptTileGap.x*_CELL_WIDTH/2);
			m_shScrnY = m_shScrnY+(m_ptTileGap.y*_CELL_HEIGHT/2);
			CMagic::DrawMagic();
		}
	}
	return FALSE;
}












BOOL CRepeatMagic::CreateMagic(INT nEventID, BYTE bMagicNum, SHORT shFireTileX, SHORT shFireTileY, 
		                      SHORT shTargetTileX, SHORT shTargetTileY, DWORD dwMagicLifeTotal, CActor* pxOwner, INT nTarget)
{
	CMagic::CreateMagic(bMagicNum, shFireTileX, shFireTileY, shTargetTileX, shTargetTileY, pxOwner, nTarget);

	m_nEventID = nEventID;

	m_shTileX = m_shTargetTileX;
	m_shTileY = m_shTargetTileY;
	m_pxMap->GetScrnPosFromTilePos(m_shTargetTileX, m_shTargetTileY, m_shTargetScrnX, m_shTargetScrnY);
	m_shScrnX = m_shTargetScrnX;
	m_shScrnY = m_shTargetScrnY;

	m_dwMagiLifeTotal = dwMagicLifeTotal;

	return TRUE;
}



BOOL CRepeatMagic::UpdateMagic(INT nLoopTime)
{
	m_wCurrDelay += nLoopTime;
	m_wMagicLife += nLoopTime;

	if ( m_wCurrDelay > m_wFrmDelay )
	{
		m_wCurrDelay = 0;
		m_dwCurrFrame++;

		if ( m_nDuplicateNum < MAX_DUPLE_COUNT )
		{
			INT nWaveNum = -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,
			};
			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 )
				g_xSound.ChgPlayingSet(nWaveNum, m_nDuplicateNum, m_shTileX, m_shTileY, g_xGameProc.m_xMyHero.m_wPosX, g_xGameProc.m_xMyHero.m_wPosY);
*/		}

		if ( m_dwCurrFrame >= m_dwEndFrame )		m_dwCurrFrame = m_dwFstFrame;

		if ( m_wMagicLife > m_dwMagiLifeTotal )
		{
			m_bActiveState = _LIGHT_ACTIVE;
		}
	}

	if ( !DrawLight(&g_xGameProc.m_xLightFog, nLoopTime) )
	{
		INT nWaveNum = -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,
		};
		nWaveNum = nMagicSndTbl[m_bMagicNum]*10 + 10000 + 2;
/*		if ( m_nDuplicateNum < MAX_DUPLE_COUNT )
			g_xSound.StopSound(nWaveNum, m_nDuplicateNum);
		else
			g_xSound.StopSound(nWaveNum);
*/
		return FALSE;
	}

	return TRUE;
}



BOOL CRepeatMagic::DrawMagic()
{
	m_shTileX = m_shTargetTileX;
	m_shTileY = m_shTargetTileY;
	m_pxMap->GetScrnPosFromTilePos(m_shTargetTileX, m_shTargetTileY, m_shTargetScrnX, m_shTargetScrnY);
	m_shScrnX = m_shTargetScrnX;
	m_shScrnY = m_shTargetScrnY;

/*	if ( CMagic::DrawMagic() )
		return TRUE;
*/
	if ( g_xMainWnd.Get3DDevice() )
	{
		if( SUCCEEDED(g_xMainWnd.Get3DDevice()->BeginScene()) )
		{
			D3DVECTOR vTrans;
			D3DMATRIX matTrans;
			D3DMATRIX matScale;
			D3DMATRIX matRot;
			D3DMATRIX matWorld;
			D3DMATRIX matTempWorld;
			D3DMATRIX matWorldOriginal;

			g_xMainWnd.Get3DDevice()->GetTransform(D3DTRANSFORMSTATE_WORLD, &matWorldOriginal);

			D3DMATERIAL7 mtrl;

			if ( m_bActiveState == _MAGIC_ACTIVE || m_bActiveState == _LIGHT_ACTIVE )
			{
				if ( m_pxMagicImg->NewSetIndex(m_dwCurrFrame) )
				{
					g_xMainWnd.Get3DDevice()->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorldOriginal);
					vTrans.x = (FLOAT) m_shScrnX+(FLOAT)m_pxMagicImg->m_lpstNewCurrWilImageInfo->shWidth /2+m_pxMagicImg->m_lpstNewCurrWilImageInfo->shPX-400; 
					vTrans.y = (FLOAT)-m_shScrnY-(FLOAT)m_pxMagicImg->m_lpstNewCurrWilImageInfo->shHeight/2-m_pxMagicImg->m_lpstNewCurrWilImageInfo->shPY+300; 
					vTrans.z = 0;
					D3DUtil_SetTranslateMatrix(matTrans, vTrans);
					D3DUtil_SetScaleMatrix(matScale, (FLOAT)m_pxMagicImg->m_lpstNewCurrWilImageInfo->shWidth, (FLOAT)m_pxMagicImg->m_lpstNewCurrWilImageInfo->shHeight, 0.0f);
					D3DMath_MatrixMultiply(matWorld, matScale, matTrans);
	//				D3DMath_MatrixMultiply(matTempWorld, matScale, matTrans);

	//				D3DUtil_SetRotationMatrix(matRot, D3DVECTOR(1.0f,1.0f,0.0f), g_PI/m_dwCurrFrame);
	//				D3DMath_MatrixMultiply(matWorld, matRot, matTempWorld);
					g_xMainWnd.Get3DDevice()->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);

					if ( m_bActiveState == _LIGHT_ACTIVE )
					{
						m_bMagicColor[0] -= 5;
						m_bMagicColor[1] -= 5;
						m_bMagicColor[2] -= 5;

						if ( m_bMagicColor[0] < 10 )		m_bMagicColor[0] = 5;
						if ( m_bMagicColor[1] < 10 )		m_bMagicColor[1] = 5;
						if ( m_bMagicColor[2] < 10 )		m_bMagicColor[2] = 5;
					}

					if ( m_lpddsMagicTextr[m_dwCurrFrame-m_dwFstFrame] )
						g_xMainWnd.Get3DDevice()->SetTexture(0, m_lpddsMagicTextr[m_dwCurrFrame-m_dwFstFrame]);
					D3DUtil_InitMaterial(mtrl, 
										 (FLOAT)m_bMagicColor[0]/255.0f,
										 (FLOAT)m_bMagicColor[1]/255.0f,
										 (FLOAT)m_bMagicColor[2]/255.0f);
	/*									 (FLOAT)255/255.0f,
										 (FLOAT)255/255.0f,
										 (FLOAT)255/255.0f);
	*/				mtrl.diffuse.a = (m_bOpacity+1)/255.0f;
					g_xMainWnd.Get3DDevice()->SetMaterial(&mtrl);

					SetBlendRenderState(g_xMainWnd.Get3DDevice(), m_bBlendType, mtrl);

					g_xMainWnd.Get3DDevice()->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX, m_avMagic, 4, NULL);

					// 盔惑汗蓖.
					ZeroMemory(&mtrl, sizeof(mtrl));
					mtrl.diffuse.r = mtrl.diffuse.g = mtrl.diffuse.b = 0.1f;
					mtrl.ambient.r = mtrl.ambient.g = mtrl.ambient.b = 1.0f;
					g_xMainWnd.Get3DDevice()->SetMaterial(&mtrl);

					ResetBlendenderState(g_xMainWnd.Get3DDevice());
					g_xMainWnd.Get3DDevice()->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorldOriginal);
				}
			}
			g_xMainWnd.Get3DDevice()->EndScene();
			return TRUE;
		}
	}

	return FALSE;
}

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