📄 magic.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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