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📄 objbase.pas

📁 传奇2...飘飘M2的源码.曾经是传奇"龙"版用得最好的M2程序.完整M2源码
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    m_boFireHitSkill: Boolean; //0x52F
    m_boCrsHitkill: Boolean; //0x52F
    m_bo41kill: Boolean; //0x52F
    m_bo42kill: Boolean; //0x52F
    m_bo43kill: Boolean; //0x52F
    m_dwLatestFireHitTick: LongWord; //0x530
    m_dwDoMotaeboTick: LongWord; //0x534
    m_boDenyRefStatus: Boolean; //是否刷新在地图上信息;
    m_boAddToMaped: Boolean; //是否增加地图计数
    m_boDelFormMaped: Boolean; //是否从地图中删除计数
    m_boAutoChangeColor: Boolean;
    m_dwAutoChangeColorTick: LongWord;
    m_nAutoChangeIdx: Integer;

    m_boFixColor: Boolean; //固定颜色
    m_nFixColorIdx: Integer;
    m_nFixStatus: Integer;
    m_boFastParalysis: Boolean; //快速麻痹,受攻击后麻痹立即消失

    m_DefMsg: TDefaultMessage; //0x550
    m_nSocket: Integer; //0x59C nSocket
    m_nGSocketIdx: Integer; //0x5A0 wGateIndex 人物连接到游戏网关SOCKET ID
    m_nGateIdx: Integer; //0x5A8 nGateIdx   人物所在网关号
    m_nSoftVersionDate: Integer; //0x5AC

    m_nCopyHumanLevel: Integer; //复制人辈分等级
    m_dwStationTick: LongWord; //增加检测人物站立不动时间
    m_boRobotObject: Boolean; //是否是机器人NPC
    m_dwSayMyInfoTick: LongWord;
  private

    function InSafeArea: Boolean;
    procedure UpdateVisibleGay(BaseObject: TBaseObject);
    function Walk(nIdent: Integer): Boolean;
    function AddToMap(): Boolean;
    procedure UseLamp();
    procedure CheckPKStatus();
    procedure UpdateVisibleItem(wX, wY: Integer; MapItem: PTMapItem);
    procedure UpdateVisibleEvent(wX, wY: Integer; MapEvent: TObject);
    procedure GetAccessory(Item: TUserItem; var AddAbility: TAddAbility);

    procedure RecalcHitSpeed();
    procedure AddItemSkill(nIndex: Integer);
    procedure DelItemSkill(nIndex: Integer);
    procedure DecPKPoint(nPoint: Integer);

    procedure SendUpdateDelayMsg(BaseObject: TBaseObject; wIdent, wParam: Word;
      lParam1, lParam2, lParam3: Integer; sMsg: string; dwDelay: LongWord);
    procedure LeaveGroup();
    procedure DelMember(BaseObject: TBaseObject);
    procedure SendGroupText(sMsg: string);
    procedure HearMsg(sMsg: string);


    procedure DoDamageWeapon(nWeaponDamage: Integer);
    function GetFeatureEx: Word;
  public
    procedure AttackDir(TargeTBaseObject: TBaseObject; wHitMode: Word; nDir: Integer); virtual;
    function IsAddWeightAvailable(nWeight: Integer): Boolean;
    procedure DamageSpell(nSpellPoint: Integer);
    function GetCharColor(BaseObject: TBaseObject): Byte;
    function GetNamecolor: Byte;
    function RecalcBagWeight(): Integer;
    constructor Create(); virtual;
    destructor Destroy; override;
    function GetLevelExp(nLevel: Integer): LongWord;
    procedure SendMsg(BaseObject: TBaseObject; wIdent, wParam: Word; nParam1, nParam2, nParam3: Integer; sMsg: string);
    procedure SendFirstMsg(BaseObject: TBaseObject; wIdent, wParam: Word; lParam1, lParam2, lParam3: Integer; sMsg: string);
    procedure SendDelayMsg(BaseObject: TBaseObject; wIdent, wParam: Word; lParam1, lParam2, lParam3: Integer; sMsg: string; dwDelay: LongWord);
    procedure SendRefMsg(wIdent, wParam: Word; nParam1, nParam2, nParam3: Integer; sMsg: string);
    procedure SendUpdateMsg(BaseObject: TBaseObject; wIdent, wParam: Word; lParam1, lParam2, lParam3: Integer; sMsg: string);
    procedure SendActionMsg(BaseObject: TBaseObject; wIdent, wParam: Word;
      lParam1, lParam2, lParam3: Integer; sMsg: string);
    procedure SendAttackMsg(wIdent: Word; btDir: Byte; nX, nY: Integer);
    procedure SysMsg(sMsg: string; MsgColor: TMsgColor; MsgType: TMsgType);
    procedure MonsterSayMsg(AttackBaseObject: TBaseObject; MonStatus: TMonStatus);
    function IsVisibleHuman(): Boolean;
    procedure RecalcLevelAbilitys;
    function PKLevel(): Integer;
    function InSafeZone(): Boolean; overload;
    function InSafeZone(Envir: TEnvirnoment; nX, nY: Integer): Boolean; overload;
    procedure OpenHolySeizeMode(dwInterval: LongWord);
    procedure BreakHolySeizeMode;
    procedure OpenCrazyMode(nTime: Integer);
    procedure BreakCrazyMode();
    procedure HealthSpellChanged();
    function _Attack(var wHitMode: Word; AttackTarget: TBaseObject): Boolean;
    function GetHitStruckDamage(Target: TBaseObject; nDamage: Integer): Integer;
    procedure HasLevelUp(nLevel: Integer);
    procedure sub_4BC87C();
    procedure GoldChanged();
    procedure GameGoldChanged;
    function GetPoseCreate(): TBaseObject;
    function GetGuildRelation(cert1: TBaseObject; cert2: TBaseObject): Integer;
    function IsGoodKilling(Cert: TBaseObject): Boolean;
    procedure IncPkPoint(nPoint: Integer);
    procedure AddBodyLuck(dLuck: Double);
    procedure MakeWeaponUnlock();
    procedure ScatterGolds(GoldOfCreat: TBaseObject);
    function DropGoldDown(nGold: Integer; boFalg: Boolean; GoldOfCreat, DropGoldCreat: TBaseObject): Boolean;
    function DropItemDown(UserItem: pTUserItem; nScatterRange: Integer; boDieDrop: Boolean; ItemOfCreat, DropCreat: TBaseObject): Boolean;
    procedure DamageHealth(nDamage: Integer);
    function GetAttackPower(nBasePower, nPower: Integer): Integer;
    function CharPushed(nDir, nPushCount: Integer): Integer;
    function GetDropPosition(nOrgX, nOrgY, nRange: Integer; var nDX: Integer; var nDY: Integer): Boolean;
    function GetBackDir(nDir: Integer): Integer;
    function GetMapBaseObjects(tEnvir: TEnvirnoment; nX, nY: Integer; nRage: Integer; rList: TList): Boolean;
    function MagPassThroughMagic(sX, sY, tx, ty, nDir, magpwr: Integer;
      undeadattack: Boolean): Integer;
    procedure KickException;
    function GetMagStruckDamage(BaseObject: TBaseObject; nDamage: Integer): Integer;
    procedure DamageBubbleDefence(nInt: Integer);
    procedure BreakOpenHealth;
    function GetCharStatus: Integer;
    procedure MakeOpenHealth;
    procedure IncHealthSpell(nHP, nMP: Integer);
    procedure ItemDamageRevivalRing;
    function CalcGetExp(nLevel: Integer; nExp: Integer): Integer;
    procedure GainSlaveExp(nLevel: Integer);
    procedure MapRandomMove(sMapName: string; nInt: Integer);
    procedure TurnTo(nDir: Integer);
    procedure FeatureChanged();
    function GetFeatureToLong(): Integer;
    function GetFeature(BaseObject: TBaseObject): Integer;
    function IsGroupMember(Target: TBaseObject): Boolean;
    procedure AbilCopyToWAbil();
    procedure ChangePKStatus(boWarFlag: Boolean);
    procedure StruckDamage(nDamage: Integer);
    function sub_4C4CD4(sItemName: string; var nCount: Integer): pTUserItem;
    procedure StatusChanged;
    function GeTBaseObjectInfo(): string;
    procedure TrainSkill(UserMagic: pTUserMagic; nTranPoint: Integer);
    function CheckMagicLevelup(UserMagic: pTUserMagic): Boolean;
    function MagCanHitTarget(nX, nY: Integer; TargeTBaseObject: TBaseObject): Boolean;
    procedure sub_4C713C(Magic: pTUserMagic);
    function MagBubbleDefenceUp(nLevel, nSec: Integer): Boolean;
    procedure ApplyMeatQuality();
    function TakeBagItems(BaseObject: TBaseObject): Boolean;
    function AddItemToBag(UserItem: pTUserItem): Boolean;
    function DelBagItem(nIndex: Integer): Boolean; overload;
    function DelBagItem(nItemIndex: Integer; sItemName: string): Boolean; overload;
    function DelBagItem(UserItem: pTUserItem): Boolean; overload;
    procedure WeightChanged();
    function IsTrainingSkill(nIndex: Integer): Boolean;
    procedure SetQuestFlagStatus(nFlag: Integer; nValue: Integer);
    function GetQuestFalgStatus(nFlag: Integer): Integer;
    procedure SetQuestUnitOpenStatus(nFlag: Integer; nValue: Integer);
    function GetQuestUnitOpenStatus(nFlag: Integer): Integer;
    procedure SetQuestUnitStatus(nFlag: Integer; nValue: Integer);
    function GetQuestUnitStatus(nFlag: Integer): Integer;
    function GetAttackDir(BaseObject: TBaseObject; var btDir: Byte): Boolean;
    function TargetInSpitRange(BaseObject: TBaseObject; var btDir: Byte): Boolean;
    procedure MonsterRecalcAbilitys();
    procedure RefNameColor;
    procedure SetPKFlag(BaseObject: TBaseObject);
    procedure SetLastHiter(BaseObject: TBaseObject);
    function EnterAnotherMap(Envir: TEnvirnoment; nDMapX, nDMapY: Integer): Boolean;
    function sub_4DD704(): Boolean;
    function DefenceUp(nSec: Integer): Boolean;
    function MagDefenceUp(nSec: Integer): Boolean;
    procedure RefShowName;
    function MakeSlave(sMonName: string; nMakeLevel, nExpLevel, nMaxMob: Integer; dwRoyaltySec: LongWord): TBaseObject;
    function MakeSelf(BaseObject: TBaseObject; sMonName: string; nMaxMob: Integer; dwRoyaltySec: LongWord): TBaseObject; //004C37C0

    function MakePosion(nType, nTime, nPoint: Integer): Boolean;
    function GetFrontPosition(var nX: Integer; var nY: Integer): Boolean;
    function GetBackPosition(var nX: Integer; var nY: Integer): Boolean;
    function WalkTo(btDir: Byte; boFlag: Boolean): Boolean;
    procedure SpaceMove(sMAP: string; nX, nY: Integer; nInt: Integer);
    function sub_4C5370(nX, nY: Integer; nRange: Integer; var nDX, nDY: Integer): Boolean;
    function CheckItems(sItemName: string): pTUserItem;
    function MagMakeDefenceArea(nX, nY, nRange, nSec: Integer; btState: Byte; boState: Boolean): Integer;
    function MagChangeAbility(nSec: Integer; btState: Byte): Boolean;
    function MagMakeAbilityArea(nX, nY, nRange, nSec: Integer; btState: Byte; boState: Boolean): Integer; //004C6F04

    function sub_4C3538(): Integer;
    function IsGuildMaster(): Boolean;
    procedure LoadSayMsg();
    procedure DisappearA();
    function GetShowName(): string; virtual;
    procedure DropUseItems(BaseObject: TBaseObject); virtual;
    procedure ScatterBagItems(ItemOfCreat: TBaseObject); virtual;
    function GetMessage(Msg: pTProcessMessage): Boolean; virtual; //FFFF
    procedure Initialize(); virtual; //FFFE
    procedure Disappear(); virtual; //FFFD
    function Operate(ProcessMsg: pTProcessMessage): Boolean; virtual; //FFFC
    procedure SearchViewRange(); virtual; //dynamic;
    procedure Run(); virtual; //dynamic;//FFFB
    procedure ProcessSayMsg(sMsg: string); virtual; //FFFA
    procedure MakeGhost; virtual;
    procedure Die(); virtual; //FFF9;
    //procedure Die(); overload; //FFF9;
    procedure ReAlive(); virtual; //FFF8;
    procedure RecalcAbilitys(); virtual; //FFF7
    function IsProtectTarget(BaseObject: TBaseObject): Boolean; virtual; //FFF6
    function IsAttackTarget(BaseObject: TBaseObject): Boolean; virtual; //FFF5
    function IsProperTarget(BaseObject: TBaseObject): Boolean; virtual; //FFF4
    function IsProperFriend(BaseObject: TBaseObject): Boolean; virtual; //FFF3
    procedure SetTargetCreat(BaseObject: TBaseObject); virtual; //FFF2
    procedure DelTargetCreat(); virtual; //FFF1

    function IsProperTargetSKILL_55(nLevel: Integer; BaseObject: TBaseObject): Boolean; virtual;
    function IsProperTargetSKILL_56(BaseObject: TBaseObject; nTargetX, nTargetY: Integer): Boolean; virtual;
    function IsProperTargetSKILL_57(BaseObject: TBaseObject): Boolean; virtual;

    function IsProperTargetSKILL_70(PlayObject: TBaseObject): Boolean; virtual;
    function RunTo(btDir: Byte; boFlag: Boolean; nDestX, nDestY: Integer): Boolean;
    procedure ThrustingOnOff(boSwitch: Boolean);
    procedure HalfMoonOnOff(boSwitch: Boolean);
    procedure SkillCrsOnOff(boSwitch: Boolean);
    procedure Skill42OnOff(boSwitch: Boolean);
    procedure Skill43OnOff(boSwitch: Boolean);
    function AllowFireHitSkill(): Boolean;
    function CretInNearXY(TargeTBaseObject: TBaseObject; nX, nY: Integer): Boolean;
  end;
  TAnimalObject = class(TBaseObject)
    m_nNotProcessCount: Integer; //未被处理次数,用于怪物处理循环
    m_nTargetX: Integer;
    m_nTargetY: Integer;
    m_boRunAwayMode: Boolean;
    m_dwRunAwayStart: LongWord;
    m_dwRunAwayTime: LongWord;
  private

  public
    constructor Create(); override;
    procedure SearchTarget();
    procedure sub_4C959C;
    function Operate(ProcessMsg: pTProcessMessage): Boolean; override;
    procedure Run; override;
    procedure DelTargetCreat(); override;
    procedure SetTargetXY(nX, nY: Integer); virtual;
    procedure GotoTargetXY(); virtual;
    procedure Wondering(); virtual;
    procedure Attack(TargeTBaseObject: TBaseObject; nDir: Integer); virtual;
    procedure Struck(hiter: TBaseObject); virtual;
    procedure HitMagAttackTarget(TargeTBaseObject: TBaseObject; nHitPower: Integer; nMagPower: Integer; boFlag: Boolean);

  end;
  PTPlayObject = ^TPlayObject;
  TPlayObject = class(TAnimalObject)

    TList55C: TList; //0x55C
    m_sOldSayMsg: string; //0x560
    m_nSayMsgCount: Integer; //0x560
    m_dwSayMsgTick: LongWord; //0x568
    m_boDisableSayMsg: Boolean; //0x56C
    m_dwDisableSayMsgTick: LongWord; //0x570
    m_dwCheckDupObjTick: LongWord; //0x574
    dwTick578: LongWord; //0x578
    dwTick57C: LongWord; //0x57C
    m_boInSafeArea: Boolean; //0x580
    n584: Integer; //0x584
    n588: Integer; //0x584
    m_sUserID: string[11]; //0x58C    登录帐号名
    m_sIPaddr: string[15]; //0x598    人物IP地址
    m_sIPLocal: string;

    m_dLogonTime: TDateTime; //0x5B0  //登录时间
    m_dwLogonTick: LongWord; //0x5B8  战领沙城时间(Dword)
    m_boReadyRun: Boolean; //0x5BC  //是否进入游戏完成
    m_nSessionID: Integer; //0x5C0
    m_nPayMent: Integer; //0x5C4  人物当前模式(测试/付费模式)(Dword)
    m_nPayMode: Integer; //0x5C8
    m_SessInfo: pTSessInfo; //全局会话信息
    m_dwLoadTick: LongWord; //0x5CC
    m_nServerIndex: Integer; //0x5D0  人物当前所在服务器序号
    m_boEmergencyClose: Boolean; //0x5D4  掉线标志
    m_boSoftClose: Boolean; //0x5D5
    m_boKickFlag: Boolean; //0x5D6  断线标志(Byte)(@kick 命令)
    m_boReconnection: Boolean; //0x5D7
    m_boRcdSaved: Boolean; //0x5D8
    m_boSwitchData: Boolean; //0x5D9
    m_nWriteChgDataErrCount: Integer; //0x5DC
    m_sSwitchMapName: string; //0x5E0
    m_nSwitchMapX: Integer; //0x5E4
    m_nSwitchMapY: Integer; //0x5E8
    m_boSwitchDataSended: Boolean; //0x5EC
    m_dwChgDataWritedTick: LongWord; //0x5F0
    m_dw5D4: LongWord; //0x5F4
    n5F8: Integer; //0x5F8
    n5FC: Integer; //0x5FC
    m_dwHitIntervalTime: LongWord; //攻击间隔
    m_dwMagicHitIntervalTime: LongWord; //魔法间隔
    m_dwRunIntervalTime: LongWord; //走路间隔
    m_dwWalkIntervalTime: LongWord; //走路间隔
    m_dwTurnIntervalTime: LongWord; //换方向间隔
    m_dwActionIntervalTime: LongWord; //组合操作间隔
    m_dwRunLongHitIntervalTime: LongWord; //移动刺杀间隔
    m_dwRunHitIntervalTime: LongWord; //跑位攻击间隔
    m_dwWalkHitIntervalTime: LongWord; //走位攻击间隔
    m_dwRunMagicIntervalTime: LongWord; //跑位魔法间隔

    m_dwMagicAttackTick: LongWord; //0x600  魔法攻击时间(Dword)
    m_dwMagicAttackInterval: LongWord; //0x604  魔法攻击间隔时间(Dword)
    m_dwAttackTick: LongWord; //0x608  攻击时间(Dword)
    m_dwMoveTick: LongWord; //0x60C  人物跑动时间(Dword)
    m_dwAttackCount: LongWord; //0x610  人物攻击计数(Dword)

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