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📄 axemon.pas

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   if Death then begin
      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  TGasKuDeGi.LoadSurface;
begin
   inherited LoadSurface;
   case Race of
      //阁胶磐
      16:
         begin
            if BoUseEffect then
               AttackEffectSurface := FrmMain.WMon3Img.GetCachedImage (
                        KUDEGIGASBASE-1 + (firedir * 10) + effectframe-effectstart, //啊胶绰 贸澜 茄橇饭澜 词霸 矫累窃.
                        ax, ay);
         end;
      20:
         begin
            if BoUseEffect then
               AttackEffectSurface := FrmMain.WMon4Img.GetCachedImage (
                        COWMONFIREBASE + (firedir * 10) + effectframe-effectstart, //
                        ax, ay);
         end;
      21:
         begin
            if BoUseEffect then
               AttackEffectSurface := FrmMain.WMon4Img.GetCachedImage (
                        COWMONLIGHTBASE + (firedir * 10) + effectframe-effectstart, //
                        ax, ay);
         end;
      40:
         begin
            if BoUseEffect then begin
               AttackEffectSurface := FrmMain.WMon5Img.GetCachedImage (
                        ZOMBILIGHTINGBASE + (fire16dir * 10) + effectframe-effectstart, //
                        ax, ay);
            end;
            if BoUseDieEffect then begin
               DieEffectSurface := FrmMain.WMon5Img.GetCachedImage (
                        ZOMBIDIEBASE + currentframe-startframe, //
                        bx, by);
            end;
         end;
      52:
         begin
            if BoUseEffect then
               AttackEffectSurface := FrmMain.WMon4Img.GetCachedImage (
                        MOTHPOISONGASBASE + (firedir * 10) + effectframe-effectstart, //
                        ax, ay);
         end;
      53:
         begin
            if BoUseEffect then
               AttackEffectSurface := FrmMain.WMon3Img.GetCachedImage (
                        DUNGPOISONGASBASE + (firedir * 10) + effectframe-effectstart, //
                        ax, ay);
         end;
   end;
end;

procedure  TGasKuDeGi.Run;
var
   prv: integer;
   effectframetimetime, 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);

   if BoUseEffect then begin
      if msgmuch then effectframetimetime := Round(effectframetime * 2 / 3)
      else effectframetimetime := effectframetime;
      if GetTickCount - effectstarttime > effectframetimetime then begin
         effectstarttime := GetTickCount;
         if effectframe < effectend then begin
            Inc (effectframe);
         end else begin
            BoUseEffect := FALSE;
         end;
      end;
   end;

   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
            BoUseDieEffect := 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 TGasKuDeGi.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
      DrawEffSurface (dsurface, BodySurface, dx + px + ShiftX, dy + py + ShiftY, blend, ceff);

end;

procedure TGasKuDeGi.DrawEff (dsurface: TDirectDrawSurface; dx, dy: integer);
var
   idx: integer;
   d: TDirectDrawSurface;
   ceff: TColorEffect;
begin
   if BoUseEffect then
      if AttackEffectSurface <> nil then begin
         DrawBlend (dsurface,
                    dx + ax + ShiftX,
                    dy + ay + ShiftY,
                    AttackEffectSurface, 1);
      end;
   if BoUseDieEffect then
      if DieEffectSurface <> nil then begin
         DrawBlend (dsurface,
                    dx + bx + ShiftX,
                    dy + by + ShiftY,
                    DieEffectSurface, 1);
      end;
end;



{-----------------------------------------------------------}

function  TFireCowFaceMon.Light: integer;
var
   l: integer;
begin
   l := ChrLight;
   if l < 2 then begin
      if BoUseEffect then
         l := 2;
   end;
   Result := l;
end;

function  TCowFaceKing.Light: integer;
var
   l: integer;
begin
   l := ChrLight;
   if l < 2 then begin
      if BoUseEffect then
         l := 2;
   end;
   Result := l;
end;


{-----------------------------------------------------------}

//procedure TZombiLighting.Run;


{-----------------------------------------------------------}


procedure TSculptureMon.CalcActorFrame;
var
   pm: PTMonsterAction;
   haircount: integer;
begin
   currentframe := -1;

   BodyOffset := GetOffset (Appearance);
   pm := RaceByPM (Race);
   if pm = nil then exit;
   BoUseEffect := FALSE;

   case CurrentAction of
      SM_TURN:
         begin
            if (State and STATE_STONE_MODE) <> 0 then begin
               if (Race = 48) or (Race = 49) then
                  startframe := pm.ActDeath.start // + Dir * (pm.ActDeath.frame + pm.ActDeath.skip)
               else
                  startframe := pm.ActDeath.start + Dir * (pm.ActDeath.frame + pm.ActDeath.skip);
               endframe := startframe;
               frametime := pm.ActDeath.ftime;
               starttime := GetTickCount;
               defframecount := pm.ActDeath.frame;
            end else 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;
            end;
            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 = 48) or (Race = 49) then begin
               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_HIT:
         begin
            startframe := pm.ActAttack.start + Dir * (pm.ActAttack.frame + pm.ActAttack.skip);
            endframe := startframe + pm.ActAttack.frame - 1;
            frametime := pm.ActAttack.ftime;
            starttime := GetTickCount;
            if Race = 49 then begin
               BoUseEffect := TRUE;
               firedir := Dir;
               effectframe := 0; //startframe;
               effectstart := 0; //startframe;
               effectend := effectstart + 8;
               effectstarttime := GetTickCount;
               effectframetime := frametime;
            end;
            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;
         end;
   end;
end;

procedure  TSculptureMon.LoadSurface;
begin
   inherited LoadSurface;
   case Race of
      48, 49:
         begin
            if BoUseEffect then
               AttackEffectSurface := FrmMain.WMon7Img.GetCachedImage (
                        SCULPTUREFIREBASE + (firedir * 10) + effectframe-effectstart, //
                        ax, ay);
         end;
   end;
end;

function  TSculptureMon.GetDefaultFrame (wmode: Boolean): integer;
var
   cf, dr: integer;
   pm: PTMonsterAction;
begin
   pm := RaceByPM (Race);
   if pm = nil then exit;

   if Death then begin
      Result := pm.ActDie.start + Dir * (pm.ActDie.frame + pm.ActDie.skip) + (pm.ActDie.frame - 1);
   end else begin
      if (State and STATE_STONE_MODE) <> 0 then begin
         case Race of
            47: Result := pm.ActDeath.start + Dir * (pm.ActDeath.frame + pm.ActDeath.skip);
            48, 49: Result := pm.ActDeath.start;
         end;
      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;
end;

procedure TSculptureMon.DrawEff (dsurface: TDirectDrawSurface; dx, dy: integer);
var
   idx: integer;
   d: TDirectDrawSurface;
   ceff: TColorEffect;
begin
   if BoUseEffect then
      if AttackEffectSurface <> nil then begin
         DrawBlend (dsurface,
                    dx + ax + ShiftX,
                    dy + ay + ShiftY,
                    AttackEffectSurface, 1);
      end;
end;

procedure TSculptureMon.Run;
var
   effectframetimetime, frametimetime: longword;
begin
   if (CurrentAction = SM_WALK) or (CurrentAction = SM_BACKSTEP) or (CurrentAction = SM_RUN) then exit;
   if BoUseEffect then begin
      effectframetimetime := effectframetime;
      if GetTickCount - effectstarttime > effectframetimetime then begin
         effectstarttime := GetTickCount;
         if effectframe < effectend then begin
            Inc (effectframe);
         end else begin
            BoUseEffect := FALSE;
         end;
      end;
   end;
   inherited Run;
end;


end.

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