📄 char.cpp
字号:
}
if (!ac4 || !dflag)
{
PutHead(ac1, cas, dir, sprc, x, y, dwColor2); // 捧备.
}
PutWeapon(ch, x, y, dwColor2); // CSD-031014
if (ch->peacests && ac3)
{
PutCompressedImageCharRGB(x, y, ch->sp3, dwColor2); // 规菩.
}
if (ch->nCurrentAction == ACTION_SITDOWN)
{
AfterDrawChair(ch); // 011214 LTS
}
if (ac4 && dflag)
{
PutMantle(ch, x, y, &(cas + ac4)->sp[dir][sprc], dwColor2);
PutHead(ac1, cas, dir, sprc, x, y, dwColor2); // 捧备.
}
break;
}
case 1:
{ // 个. 规菩, 漠
if (ac4 && !dflag)
{
PutMantle(ch, x, y, &(cas + ac4)->sp[dir][sprc], dwColor2);
}
PutBody(ch, x, y, ch->sp, dwColor1); // 漠..
if (ac0) // 癌渴.
{
PutCompressedImageCharRGB(x, y, ch->sp0, dwColor2);
PutCompressedImageCharRGB(x, y, &(cas + ac0 + 1)->sp[dir][sprc], dwColor2);
// 011030 KHS JJING
if (0 < ac0 && ac0 <= 40) // LTS LOCALWAR
{
if (ch->jjing >= 5)
{
PutCompressedImageCharRGB(x, y, &(cas + ac0 + 200)->sp[dir][sprc], dwColor2);
}
if (ch->jjing >= 9)
{
PutCompressedImageCharRGB(x, y, &(cas + ac0 + 201)->sp[dir][sprc], dwColor2);
}
}
}
if (!ac4 || !dflag)
{
PutHead(ac1, cas, dir, sprc, x, y, dwColor2); // 捧备..
}
if (ch->peacests && ac3)
{
PutCompressedImageCharRGB(x, y, ch->sp3, dwColor2); // 规菩..
}
PutWeapon(ch, x, y, dwColor2); // CSD-031014
if (ch->nCurrentAction == ACTION_SITDOWN)
{
AfterDrawChair(ch); // 011214 LTS
}
if (ac4 && dflag)
{
PutMantle(ch, x, y, &(cas + ac4)->sp[dir][sprc], dwColor2);
PutHead( ac1, cas, dir, sprc, x, y); // 捧备..
}
break;
}
case 2:
{ // 漠. 个. 规菩
if (ac4 && !dflag)
{
PutMantle(ch, x, y, &(cas + ac4)->sp[dir][sprc], dwColor2);
}
PutWeapon(ch, x, y, dwColor2); // CSD-031014
PutBody(ch, x, y, ch->sp, dwColor1);
if (ac0) // 癌渴..
{
PutCompressedImageCharRGB(x, y, ch->sp0, dwColor2);
PutCompressedImageCharRGB(x, y, &(cas+ac0 + 1)->sp[dir][sprc], dwColor2);
// 011030 KHS JJING
if (0 < ac0 && ac0 <= 40) // LTS LOCALWAR
{
if (ch->jjing >= 5)
{
PutCompressedImageCharRGB(x, y, &(cas + ac0 + 200)->sp[dir][sprc], dwColor2);
}
if (ch->jjing >= 9)
{
PutCompressedImageCharRGB(x, y, &(cas + ac0 + 201)->sp[dir][sprc], dwColor2);
}
}
}
if (!ac4 || !dflag)
{
PutHead(ac1, cas, dir, sprc, x, y, dwColor2); // 捧备..
}
if (ch->peacests && ac3)
{
PutCompressedImageCharRGB(x, y, ch->sp3, dwColor2); // 规菩..
}
if (ch->nCurrentAction == ACTION_SITDOWN)
{
AfterDrawChair(ch); // 011214 LTS
}
if (ac4 && dflag)
{
PutMantle(ch, x, y, &(cas + ac4)->sp[dir][sprc], dwColor2);
PutHead(ac1, cas, dir, sprc, x, y, dwColor2); // 捧备..
}
break;
}
case 3:
{ // 漠 规菩, 个
if (ac4 && !dflag)
{
PutMantle(ch, x, y, &(cas + ac4)->sp[dir][sprc], dwColor2);
}
PutWeapon(ch, x, y, dwColor2); // CSD-031014
if (ch->peacests && ac3)
{
PutCompressedImageCharRGB(x, y, ch->sp3, dwColor2); // 规菩..
}
PutBody(ch, x, y, ch->sp, dwColor1);
if (ac0) // 癌渴..
{
PutCompressedImageCharRGB(x, y, ch->sp0, dwColor2);
PutCompressedImageCharRGB(x, y, &(cas + ac0 + 1)->sp[dir][sprc], dwColor2);
// 011030 KHS JJING
if (0 < ac0 && ac0 <= 40) // LTS LOCALWAR
{
if (ch->jjing >= 5)
{
PutCompressedImageCharRGB(x, y, &(cas + ac0 + 200)->sp[dir][sprc], dwColor2);
}
if (ch->jjing >= 9)
{
PutCompressedImageCharRGB(x, y, &(cas + ac0 + 201)->sp[dir][sprc], dwColor2);
}
}
}
if (!ac4 || !dflag)
{
PutHead(ac1, cas, dir, sprc, x, y, dwColor2); // 捧备..
}
if (ch->nCurrentAction == ACTION_SITDOWN)
{
AfterDrawChair(ch); // 011214 LTS
}
if (ac4 && dflag)
{
PutMantle(ch, x, y, &(cas + ac4)->sp[dir][sprc], dwColor2);
PutHead(ac1, cas, dir, sprc, x, y, dwColor2); // 捧备..
}
break;
}
case 4:
{ // 规菩, 漠, 个
if (ac4 && !dflag)
{
PutMantle(ch, x, y, &(cas + ac4)->sp[dir][sprc], dwColor2);
}
if (ch->peacests && ac3)
{
PutCompressedImageCharRGB(x, y, ch->sp3, dwColor2); // 规菩..
}
PutWeapon(ch, x, y, dwColor2); // CSD-031014
PutBody(ch, x, y, ch->sp, dwColor1);
if (ac0) // 癌渴..
{
PutCompressedImageCharRGB(x, y, ch->sp0, dwColor2);
PutCompressedImageCharRGB(x, y, &(cas + ac0 + 1)->sp[dir][sprc], dwColor2);
// 011030 KHS JJING
if (0 < ac0 && ac0 <= 40) // LTS LOCALWAR
{
if (ch->jjing >= 5)
{
PutCompressedImageCharRGB(x, y, &(cas + ac0 + 200)->sp[dir][sprc], dwColor2);
}
if (ch->jjing >= 9)
{
PutCompressedImageCharRGB(x, y, &(cas + ac0 + 201)->sp[dir][sprc], dwColor2);
}
}
}
if (!ac4 || !dflag)
{
PutHead(ac1, cas, dir, sprc, x, y, dwColor2); // 捧备..
}
if (ch->nCurrentAction == ACTION_SITDOWN)
{
AfterDrawChair(ch); // 011214 LTS
}
if (ac4 && dflag)
{
PutMantle(ch, x, y, &(cas + ac4)->sp[dir][sprc], dwColor2);
PutHead(ac1, cas, dir, sprc, x, y, dwColor2); // 捧备..
}
break;
}
case 5:
{ // 规菩, 个, 漠
if (ac4 && !dflag)
{
PutMantle(ch, x, y, &(cas + ac4)->sp[dir][sprc], dwColor2);
}
if (ch->peacests && ac3)
{
PutCompressedImageCharRGB(x, y, ch->sp3, dwColor2); // 规菩..
}
PutBody(ch, x, y, ch->sp, dwColor1);
if (ac0) // 癌渴..
{
PutCompressedImageCharRGB(x, y, ch->sp0, dwColor2);
PutCompressedImageCharRGB(x, y, &(cas + ac0 + 1)->sp[dir][sprc], dwColor2);
// 011030 KHS JJING
if (0 < ac0 && ac0 <= 40) // LTS LOCALWAR
{
if (ch->jjing >= 5)
{
PutCompressedImageCharRGB(x, y, &(cas+ac0+200)->sp[dir][sprc], dwColor2);
}
if (ch->jjing >= 9)
{
PutCompressedImageCharRGB(x, y, &(cas+ac0+201)->sp[dir][sprc], dwColor2);
}
}
}
if (!ac4 || !dflag)
{
PutHead(ac1, cas, dir, sprc, x, y, dwColor2); // 捧备..
}
PutWeapon(ch, x, y, dwColor2); // CSD-031014
if (ch->nCurrentAction == ACTION_SITDOWN)
{
AfterDrawChair(ch); // 011214 LTS
}
if (ac4 && dflag)
{
PutMantle(ch, x, y, &(cas + ac4)->sp[dir][sprc], dwColor2);
PutHead(ac1, cas, dir, sprc, x, y, dwColor2); // 捧备..
}
break;
}
}
} //> CSD-030331
inline void PutCharacterConfusion(int spriteorder, LPCHARACTER ch, CharacterSprite *cas, int x, int y, int dir, int sprc, int ac0, int ac1, int ac2, int ac3, int ac4)
{ //< CSD-031029
DWORD dwColor1 = ReturnBlendRGB(255, 0, 0);
DWORD dwColor2 = ReturnBlendRGB(255, 100, 100);
PutCharacter(spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4, dwColor1, dwColor2);
} //> CSD-031029
inline void PutCharacterPoison(int spriteorder, LPCHARACTER ch, CharacterSprite *cas, int x, int y, int dir, int sprc, int ac0, int ac1, int ac2, int ac3, int ac4)
{ //< CSD-031029
DWORD dwColor1 = ReturnBlendRGB(0, 255, 0);
DWORD dwColor2 = ReturnBlendRGB(100, 255, 100);
PutCharacter(spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4, dwColor1, dwColor2);
} //> CSD-031029
inline void PutCharacterStone( int spriteorder, LPCHARACTER ch, CharacterSprite *cas, int x, int y, int dir, int sprc, int ac0, int ac1, int ac2, int ac3, int ac4 )
{ //< CSD-031029
DWORD dwColor1 = ReturnBlendRGB( 100, 100, 100);
DWORD dwColor2 = ReturnBlendRGB( 100, 100, 100);
PutCharacter(spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4, dwColor1, dwColor2);
} //> CSD-031029
inline void PutCharacterSlow(int spriteorder, LPCHARACTER ch, CharacterSprite *cas, int x, int y, int dir, int sprc, int ac0, int ac1, int ac2, int ac3, int ac4)
{ //< CSD-031029
DWORD dwColor1 = ReturnBlendRGB(255, 255, 0);
DWORD dwColor2 = ReturnBlendRGB(255, 255, 100);
PutCharacter(spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4, dwColor1, dwColor2);
} //> CSD-031029
inline void PutCharacterFrozen(int spriteorder, LPCHARACTER ch, CharacterSprite *cas, int x, int y, int dir, int sprc, int ac0, int ac1, int ac2, int ac3, int ac4)
{ //< CSD-031029
DWORD dwColor1 = ReturnBlendRGB(0, 0, 255);
DWORD dwColor2 = ReturnBlendRGB(100, 100, 255);
PutCharacter(spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4, dwColor1, dwColor2);
} //> CSD-031029
inline void PutCharacterCurse( int spriteorder, LPCHARACTER ch, CharacterSprite *cas, int x, int y, int dir, int sprc, int ac0, int ac1, int ac2, int ac3, int ac4 )
{ //< CSD-031029
DWORD dwColor1 = ReturnBlendRGB(150, 0, 150);
DWORD dwColor2 = ReturnBlendRGB(150, 0, 150);
PutCharacter(spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4, dwColor1, dwColor2);
} //> CSD-031029
inline void PutCharacterTransparency ( int spriteorder, LPCHARACTER ch, CharacterSprite *cas, int x, int y, int dir, int sprc, int ac0, int ac1, int ac2, int ac3, int ac4 )
{
if(ch==Hero)
{
PutCompressedImageFX( x,y, ch->sp, 6, 1 );
if( ac0 )
{
PutCompressedImageFX( x, y, ch->sp0, 6, 1);
}
if( ac4 ) PutCompressedImageFX( x,y, &(cas+ac4)->sp[ dir ][ sprc], 6,1 ); // 噶肚
if( ac1 != 1 )
if( ac1 ) PutCompressedImageFX( x, y, &(cas+ac1)->sp[ dir ][ sprc], 6, 1);
else PutCompressedImageFX( x, y, &(cas+104)->sp[ dir ][ sprc], 6, 1);
if( ac2 ) PutCompressedImageFX( x, y, ch->sp2, 6, 1);
if( ac3 ) PutCompressedImageFX( x, y, ch->sp3, 6, 1);
}
else
{
PutCompressedImageVoid( x+(rand()%5-2), y+(rand()%5-2), ch->sp);
if( ac0 )
{
PutCompressedImageVoid( x+(rand()%5-2), y+(rand()%5-2), ch->sp0);
}
if( ac4 ) PutCompressedImageVoid( x+(rand()%5-2),y+(rand()%5-2), &(cas+ac4)->sp[ dir ][ sprc] ); // 噶肚
if( ac1 != 1 )
if( ac1 ) PutCompressedImageVoid( x+(rand()%5-2), y+(rand()%5-2), &(cas+ac1)->sp[ dir ][ sprc]);
else PutCompressedImageVoid( x+(rand()%5-2), y+(rand()%5-2), &(cas+104)->sp[ dir ][ sprc]);
if( ac2 ) PutCompressedImageVoid( x+(rand()%5-2), y+(rand()%5-2), ch->sp2);
if( ac3 ) PutCompressedImageVoid( x+(rand()%5-2), y+(rand()%5-2), ch->sp3);
}
}
inline void PutCharacterTree( int spriteorder, LPCHARACTER ch, CharacterSprite *cas, int x, int y, int dir, int sprc, int ac0, int ac1, int ac2, int ac3, int ac4 )
{ //< CSD-031029
DWORD dwColor = ReturnBlendRGB(0,255,0);
PutCharacter(spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4, dwColor, dwColor);
} //> CSD-031029
inline void PutCharacterGreen( int spriteorder, LPCHARACTER ch, CharacterSprite *cas, int x, int y, int dir, int sprc, int ac0, int ac1, int ac2, int ac3, int ac4 )
{ //< CSD-031029
DWORD dwColor1 = ReturnBlendRGB(125, 251, 226);
DWORD dwColor2 = ReturnBlendRGB(192, 251, 148);
PutCharacter(spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4, dwColor1, dwColor2);
} //> CSD-031029
inline void PutCharacterRed( int spriteorder, LPCHARACTER ch, CharacterSprite *cas, int x, int y, int dir, int sprc, int ac0, int ac1, int ac2, int ac3, int ac4 )
{ //< CSD-031029
DWORD dwColor = ReturnBlendRGB(255, 100, 100);
PutCharacter(spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4, dwColor, dwColor);
} //> CSD-031029
// 011018 KHS 噶肚
inline void PutCharacterGhost( int spriteorder, LPCHARACTER ch, CharacterSprite *cas, int x, int y, int dir, int sprc, int ac0, int ac1, int ac2, int ac3, int ac4 )
{
int trans = 10;
y -= ch->ghostani;
PutCompressedImageFX( x,y, ch->sp, trans, 1 );
if( ac0 )
{
PutCompressedImageFX( x,y, ch->sp0, trans, 1 );
//PutCompressedImageCharRGB( x,y, &(cas+ac0+1)->sp[ dir ][ sprc], color );
}
if( ac4 ) PutCompressedImageFX( x,y, &(cas+ac4)->sp[ dir ][ sprc], trans, 1 ); // 噶肚
if( ac1 != 1 )
if( ac1 ) PutCompressedImageFX( x,y, &(cas+ac1)->sp[ dir ][ sprc], trans ,1 ); // 捧备..
else PutCompressedImageFX( x,y, &(cas+104)->sp[ dir ][ sprc], trans ,1 ); // 捧备..
// if( ch->peacests ) if( ac2 ) PutCompressedImageFX( x,y, ch->sp2, trans ,1 ); // 漠..
// if( ch->peacests ) if( ac3 ) PutCompressedImageFX( x,y, ch->sp3, trans ,1 ); // 规菩..
}
//--------------------------- 001213 KHS
// 011018 KHS 噶肚
void h_DisplayPC( LPCHARACTER ch, int shadow )
{
int spriteorder;
int x,y;
if (ch->HorseNo && ch->viewtype!=VIEWTYPE_GHOST_) // LTS HORSERIDER TEMP
{
g_HorseRider.DrawHorseRider(ch); // h_DisPlay_HorseRider(ch,shadow);
return;
}
int dir = ch->direction;
int sprc = ch->AnimationTable[ ch->nCurrentAction].cFrame[ ch->nCurrentFrame ];
int sprno = ch->sprno;
int ac0 = ch->accessory[0];
int ac1 = ch->accessory[1];
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