📄 axemon.pas
字号:
unit AxeMon;
interface
uses
Windows, Messages, SysUtils, Classes, Graphics, Controls, Forms, Dialogs,
Grobal2, DxDraws, CliUtil, ClFunc, magiceff, Actor, ClEvent;
const
DEATHEFFECTBASE = 340;
DEATHFIREEFFECTBASE = 2860;
AXEMONATTACKFRAME = 6;
KUDEGIGASBASE = 1445;
COWMONFIREBASE = 1800;
COWMONLIGHTBASE = 1900;
ZOMBILIGHTINGBASE = 350;
ZOMBIDIEBASE = 340;
ZOMBILIGHTINGEXPBASE = 520;
SCULPTUREFIREBASE = 1680;
MOTHPOISONGASBASE = 3590;
DUNGPOISONGASBASE = 3590;
WARRIORELFFIREBASE = 820;
type
TSkeletonOma = class (TActor)
private
protected
EffectSurface: TDirectDrawSurface;
ax, ay: integer;
public
constructor Create; override;
//destructor Destroy; override;
procedure CalcActorFrame; override;
function GetDefaultFrame (wmode: Boolean): integer; override;
procedure LoadSurface; override;
procedure Run; override;
procedure DrawChr (dsurface: TDirectDrawSurface; dx, dy: integer; blend: Boolean); override;
end;
TDualAxeOma = class (TSkeletonOma) //档尝带瘤绰 各
private
public
procedure Run; override;
end;
TCatMon = class (TSkeletonOma)
private
public
procedure DrawChr (dsurface: TDirectDrawSurface; dx, dy: integer; blend: Boolean); override;
end;
TArcherMon = class (TCatMon)
public
procedure Run; override;
end;
TScorpionMon = class (TCatMon)
public
end;
THuSuABi = class (TSkeletonOma)
public
procedure LoadSurface; override;
end;
TZombiDigOut = class (TSkeletonOma)
public
procedure RunFrameAction (frame: integer); override;
end;
TZombiZilkin = class (TSkeletonOma)
public
end;
TWhiteSkeleton = class (TSkeletonOma)
public
end;
TGasKuDeGi = class (TActor)
protected
AttackEffectSurface: TDirectDrawSurface;
DieEffectSurface: TDirectDrawSurface;
BoUseDieEffect: Boolean;
firedir, fire16dir, ax, ay, bx, by: integer;
public
constructor Create; override;
procedure CalcActorFrame; override;
function GetDefaultFrame (wmode: Boolean): integer; override;
procedure LoadSurface; override;
procedure Run; override;
procedure DrawChr (dsurface: TDirectDrawSurface; dx, dy: integer; blend: Boolean); override;
procedure DrawEff (dsurface: TDirectDrawSurface; dx, dy: integer); override;
end;
TFireCowFaceMon = class (TGasKuDeGi)
public
function Light: integer; override;
end;
TCowFaceKing = class (TGasKuDeGi)
public
function Light: integer; override;
end;
TZombiLighting = class (TGasKuDeGi)
protected
public
end;
TSculptureMon = class (TSkeletonOma)
private
AttackEffectSurface: TDirectDrawSurface;
ax, ay, firedir: integer;
public
procedure CalcActorFrame; override;
procedure LoadSurface; override;
function GetDefaultFrame (wmode: Boolean): integer; override;
procedure DrawEff (dsurface: TDirectDrawSurface; dx, dy: integer); override;
procedure Run; override;
end;
TSculptureKingMon = class (TSculptureMon)
public
end;
TSmallElfMonster = class (TSkeletonOma)
public
end;
TWarriorElfMonster = class (TSkeletonOma)
private
oldframe: integer;
public
procedure RunFrameAction (frame: integer); override; //橇贰烙付促 刀漂窍霸 秦具且老
end;
implementation
uses
ClMain;
{============================== TSkeletonOma =============================}
// 秦榜 坷付(秦榜, 奴档尝秦榜, 秦榜傈荤)
{--------------------------}
constructor TSkeletonOma.Create;
begin
inherited Create;
EffectSurface := nil;
BoUseEffect := FALSE;
end;
procedure TSkeletonOma.CalcActorFrame;
var
pm: PTMonsterAction;
haircount: integer;
begin
currentframe := -1;
ReverseFrame := FALSE;
BoUseEffect := FALSE;
BodyOffset := GetOffset (Appearance);
pm := RaceByPM (Race);
if pm = nil then exit;
case CurrentAction of
SM_TURN:
begin
startframe := pm.ActStand.start + Dir * (pm.ActStand.frame + pm.ActStand.skip);
endframe := startframe + pm.ActStand.frame - 1;
frametime := pm.ActStand.ftime;
starttime := GetTickCount;
defframecount := pm.ActStand.frame;
Shift (Dir, 0, 0, 1);
end;
SM_WALK, SM_BACKSTEP:
begin
startframe := pm.ActWalk.start + Dir * (pm.ActWalk.frame + pm.ActWalk.skip);
endframe := startframe + pm.ActWalk.frame - 1;
frametime := pm.ActWalk.ftime;
starttime := GetTickCount;
maxtick := pm.ActWalk.UseTick;
curtick := 0;
//WarMode := FALSE;
movestep := 1;
if CurrentAction = SM_WALK then
Shift (Dir, movestep, 0, endframe-startframe+1)
else //sm_backstep
Shift (GetBack(Dir), movestep, 0, endframe-startframe+1);
end;
SM_DIGUP: //叭扁 绝澜, SM_DIGUP, 规氢 绝澜.
begin
if (Race = 23) then begin //or (Race = 54) or (Race = 55) then begin
//归榜
startframe := pm.ActDeath.start;
end else begin
startframe := pm.ActDeath.start + Dir * (pm.ActDeath.frame + pm.ActDeath.skip);
end;
endframe := startframe + pm.ActDeath.frame - 1;
frametime := pm.ActDeath.ftime;
starttime := GetTickCount;
//WarMode := FALSE;
Shift (Dir, 0, 0, 1);
end;
SM_DIGDOWN:
begin
if Race = 55 then begin
//脚荐1 牢 版快 开函脚
startframe := pm.ActCritical.start + Dir * (pm.ActCritical.frame + pm.ActCritical.skip);
endframe := startframe + pm.ActCritical.frame - 1;
frametime := pm.ActCritical.ftime;
starttime := GetTickCount;
ReverseFrame := TRUE;
//WarMode := FALSE;
Shift (Dir, 0, 0, 1);
end;
end;
SM_HIT,
SM_FLYAXE,
SM_LIGHTING:
begin
startframe := pm.ActAttack.start + Dir * (pm.ActAttack.frame + pm.ActAttack.skip);
endframe := startframe + pm.ActAttack.frame - 1;
frametime := pm.ActAttack.ftime;
starttime := GetTickCount;
//WarMode := TRUE;
WarModeTime := GetTickCount;
if (Race = 16) or (Race = 54) then
BoUseEffect := TRUE;
Shift (Dir, 0, 0, 1);
end;
SM_STRUCK:
begin
startframe := pm.ActStruck.start + Dir * (pm.ActStruck.frame + pm.ActStruck.skip);
endframe := startframe + pm.ActStruck.frame - 1;
frametime := struckframetime; //pm.ActStruck.ftime;
starttime := GetTickCount;
end;
SM_DEATH:
begin
startframe := pm.ActDie.start + Dir * (pm.ActDie.frame + pm.ActDie.skip);
endframe := startframe + pm.ActDie.frame - 1;
startframe := endframe; //
frametime := pm.ActDie.ftime;
starttime := GetTickCount;
end;
SM_NOWDEATH:
begin
startframe := pm.ActDie.start + Dir * (pm.ActDie.frame + pm.ActDie.skip);
endframe := startframe + pm.ActDie.frame - 1;
frametime := pm.ActDie.ftime;
starttime := GetTickCount;
if Race <> 22 then
BoUseEffect := TRUE;
end;
SM_SKELETON:
begin
startframe := pm.ActDeath.start;
endframe := startframe + pm.ActDeath.frame - 1;
frametime := pm.ActDeath.ftime;
starttime := GetTickCount;
end;
SM_ALIVE:
begin
startframe := pm.ActDeath.start + Dir * (pm.ActDeath.frame + pm.ActDeath.skip);
endframe := startframe + pm.ActDeath.frame - 1;
frametime := pm.ActDeath.ftime;
starttime := GetTickCount;
end;
end;
end;
function TSkeletonOma.GetDefaultFrame (wmode: Boolean): integer;
var
cf, dr: integer;
pm: PTMonsterAction;
begin
pm := RaceByPM (Race);
if pm = nil then exit;
if Death then begin
//快搁蓖老 版快
if Appearance in [30..34, 151] then //快搁蓖牢 版快 矫眉啊 荤恩阑 丹绰 巴阑 阜扁 困秦
DownDrawLevel := 1;
if Skeleton then
Result := pm.ActDeath.start
else Result := pm.ActDie.start + Dir * (pm.ActDie.frame + pm.ActDie.skip) + (pm.ActDie.frame - 1);
end else begin
defframecount := pm.ActStand.frame;
if currentdefframe < 0 then cf := 0
else if currentdefframe >= pm.ActStand.frame then cf := 0
else cf := currentdefframe;
Result := pm.ActStand.start + Dir * (pm.ActStand.frame + pm.ActStand.skip) + cf;
end;
end;
procedure TSkeletonOma.LoadSurface;
begin
inherited LoadSurface;
case Race of
//阁胶磐
14, 15, 17, 22, 53:
begin
if BoUseEffect then
EffectSurface := FrmMain.WMon3Img.GetCachedImage (DEATHEFFECTBASE + currentframe-startframe, ax, ay);
end;
23:
begin
if CurrentAction = SM_DIGUP then begin
BodySurface := nil;
EffectSurface := FrmMain.WMon4Img.GetCachedImage (BodyOffset + currentframe, ax, ay);
BoUseEffect := TRUE;
end else
BoUseEffect := FALSE;
end;
end;
end;
procedure TSkeletonOma.Run;
var
prv: integer;
frametimetime: longword;
begin
if (CurrentAction = SM_WALK) or (CurrentAction = SM_BACKSTEP) or (CurrentAction = SM_RUN) then exit;
msgmuch := FALSE;
if MsgList.Count >= 2 then msgmuch := TRUE;
//荤款靛 瓤苞
RunActSound (currentframe - startframe);
RunFrameAction (currentframe - startframe);
prv := currentframe;
if CurrentAction <> 0 then begin
if (currentframe < startframe) or (currentframe > endframe) then
currentframe := startframe;
if msgmuch then frametimetime := Round(frametime * 2 / 3)
else frametimetime := frametime;
if GetTickCount - starttime > frametimetime then begin
if currentframe < endframe then begin
Inc (currentframe);
starttime := GetTickCount;
end else begin
//悼累捞 场巢.
CurrentAction := 0; //悼累 肯丰
BoUseEffect := FALSE;
end;
end;
currentdefframe := 0;
defframetime := GetTickCount;
end else begin
if GetTickCount - smoothmovetime > 200 then begin
if GetTickCount - defframetime > 500 then begin
defframetime := GetTickCount;
Inc (currentdefframe);
if currentdefframe >= defframecount then
currentdefframe := 0;
end;
DefaultMotion;
end;
end;
if prv <> currentframe then begin
loadsurfacetime := GetTickCount;
LoadSurface;
end;
end;
procedure TSkeletonOma.DrawChr (dsurface: TDirectDrawSurface; dx, dy: integer; blend: Boolean);
var
idx: integer;
d: TDirectDrawSurface;
ceff: TColorEffect;
begin
if not (Dir in [0..7]) then exit;
if GetTickCount - loadsurfacetime > 60 * 1000 then begin
loadsurfacetime := GetTickCount;
LoadSurface; //bodysurface殿捞 loadsurface甫 促矫 何福瘤 臼酒 皋葛府啊 橇府登绰 巴阑 阜澜
end;
ceff := GetDrawEffectValue;
if BodySurface <> nil then begin
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -