📄 magic.h
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/******************************************************************************************************************
葛碘疙:
累己磊:
累己老:
[老磊][荐沥磊] : 荐沥 郴侩
*******************************************************************************************************************/
#ifndef _CMAGIC_H
#define _CMAGIC_H
/******************************************************************************************************************
CMagic Class
*******************************************************************************************************************/
class CMagic
{
private:
protected:
public:
BYTE m_bActiveState; // 付过 劝己拳咯何.(付过家戈矫俊 荤侩等促.)
BOOL m_bRepeat; // 局聪皋捞记狼 馆汗咯何.
BOOL m_bFixed; // 付过狼 捞悼咯何.
BYTE m_bMagicNum; // 付过锅龋.
CActor* m_pxOwner; // 付过惯荤林眉.
CActor* m_pxTarget; // 付过惯荤按眉.
CMapHandler* m_pxMap; // 甘曼炼器牢磐.
// 谅钎沥焊.
SHORT m_shScrnX, m_shScrnY; // 付过胶农赴谅钎.
FLOAT m_fFloatScrnX, m_fFloatScrnY; // 付过胶农赴谅钎.
SHORT m_shTileX, m_shTileY; // 付过鸥老谅钎.
SHORT m_shFireScrnX, m_shFireScrnY; // 付过积己胶农赴谅钎.
SHORT m_shFireTileX, m_shFireTileY; // 付过积己鸥老谅钎.
SHORT m_shTargetScrnX, m_shTargetScrnY; // 格钎痢狼 胶农赴谅钎.
SHORT m_shTargetTileX, m_shTargetTileY; // 格钎痢狼 鸥老谅钎.(函拳瞪荐乐促.)
// 坊歹傅沥焊.
WORD m_wCurrDelay; // 瘤楷矫埃历厘蔼.
WORD m_wCurrLightDelay;
WORD m_wFrmDelay; // 橇饭烙阑 逞扁扁 困茄 瘤楷矫埃蔼.
WORD m_wMagicLife; // 付过捞 角青登绊 乐绰 矫埃.(ms窜困)
BYTE m_bLightRadius[2]; // 堡盔 呈厚.
BYTE m_bLightColor[2][3]; // 堡盔 祸.
BYTE m_bMagicColor[3]; // 祸.
DWORD m_dwFstFrame; // 泅犁 付过狼 矫累橇饭烙.
DWORD m_dwEndFrame; // 泅犁 付过狼 付瘤阜橇饭烙.
DWORD m_dwCurrFrame; // 橇饭烙历厘蔼.
BYTE m_bBlendType; // 付过阑 绢恫屈怕肺 弊副巴牢啊甫 搬沥.
BYTE m_bOpacity; // 0 - 255窜拌. 0篮 肯傈 捧疙(扼捞飘屈怕), 255绰 阂捧疙.
BYTE m_bSwingCnt; // 付过狼 如甸覆 炼扒阑 霖促.
FLOAT m_fGradient;
INT m_nShiftX;
INT m_nShiftY;
INT m_nDistanceX;
INT m_nDistanceY;
INT m_nPrevDistanceX;
INT m_nPrevDistanceY;
BYTE m_bDir16;
BYTE m_bCurrSwing;
BOOL m_bShowLight;
D3DVERTEX m_avMagic[4];
CWHWilImageData* m_pxMagicImg;
INT m_nDuplicateNum;
LPDIRECTDRAWSURFACE7 m_lpddsMagicTextr[60];
public:
CMagic();
~CMagic();
virtual BOOL CreateMagic(BYTE bMagicNum, SHORT shFireTileX, SHORT shFireTileY,
SHORT shTargetTileX, SHORT shTargetTileY, CActor* pxOwner = NULL, INT nTarget = 0);
virtual VOID DestoryMagic();
virtual BOOL UpdateMagic(INT nLoopTime);
virtual BOOL DrawMagic();
virtual BOOL DrawLight(CLightFog* xLightFog, INT nLoopTime);
};
// _SKILL_FIRE, _SKILL_SHOOTLIGHTEN 傈侩.
class CMagicStream : public CMagic
{
private:
WORD m_wMagicStart;
POINT m_ptTileGap;
public:
BOOL CreateMagic(BYTE bMagicNum, SHORT shFireTileX, SHORT shFireTileY,
SHORT shTargetTileX, SHORT shTargetTileY, CActor* pxOwner, INT nTarget, WORD wStartMagicTime, POINT ptTileGap);
BOOL UpdateMagic(INT nLoopTime);
BOOL DrawMagic();
};
class CElecMagic : public CMagic
{
private:
SHORT m_shEPosX, m_shEPosY;
BOOL m_bArrived;
CElec m_xElec;
public:
virtual BOOL CreateMagic(BYTE bMagicNum, SHORT shFireTileX, SHORT shFireTileY,
SHORT shTargetTileX, SHORT shTargetTileY, CActor* pxOwner = NULL, INT nTarget = 0);
virtual BOOL UpdateMagic(INT nLoopTime);
virtual BOOL DrawMagic();
};
// _SKILL_HOLYSHIELD, _SKILL_EARTHFIRE 傈侩.
class CRepeatMagic : public CMagic
{
private:
public:
DWORD m_dwMagiLifeTotal;
INT m_nEventID; // 捞亥飘肺包府等促.
_inline CRepeatMagic()
{
m_nEventID = 0;
m_dwMagiLifeTotal = 0;
}
BOOL CreateMagic(INT nEventID, BYTE bMagicNum, SHORT shFireTileX, SHORT shFireTileY,
SHORT shTargetTileX, SHORT shTargetTileY, DWORD dwMagicLifeTotal, CActor* pxOwner = NULL, INT nTarget = 0);
BOOL UpdateMagic(INT nLoopTime);
BOOL DrawMagic();
};
#endif // _CMAGIC_H
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