📄 magicsys.cpp
字号:
case GREAT_METEOR:
{
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
//// 阁胶磐
case DEATH_FIRE: // 单静 颇捞绢
{
if (pCaster != pTarget)
{ // 措惑磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, 0, 0, bPattern, 0, bFail);
}
else
{ // 矫傈磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic, 1, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case SUMMONING_SKELETON: // 单静唱捞飘 家券
{ //< CSD-TW-030606
const int nDir = pCaster->direction;
int nPosX = 0, nPosY = 0;
for (int i = 0; i < g_lpMT[nMagic].nSummonMax; ++i)
{
nPosX = pCaster->x + (s_aPlace[nDir][i].x<<5);
nPosY = pCaster->y - (s_aPlace[nDir][i].y<<5);
::InsertMagic(pCaster, pTarget, nMagic, 8, nPosX, nPosY, nPosX, nPosY, bPattern, 0, bFail);
}
break;
} //> CSD-TW-030606
case FLYING_SPARK: // 橇扼雷 胶颇农
{
if (pCaster != pTarget)
{ // 措惑磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, 0, 0, bPattern, 0, bFail);
}
else
{ // 矫傈磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic, 1, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case VAMPIRE_POISON: // 轨颇捞绢狼 刀
{
::InsertMagic(pCaster, pTarget, nMagic, 8, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case VAMPIRE_DODGE: // 轨颇捞绢 雀乔
{
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case SUMMONING_UNDEAD: // 攫单靛 家券
{
const int nDir = pCaster->direction;
int nPosX = 0, nPosY = 0;
for (int i = 0; i < g_lpMT[nMagic].nSummonMax; ++i)
{ //< CSD-030314
nPosX = pCaster->x + (s_aPlace[nDir][i].x<<5);
nPosY = pCaster->y - (s_aPlace[nDir][i].y<<5);
::InsertMagic(pCaster, pTarget, nMagic, 8, nPosX, nPosY, nPosX, nPosY, bPattern, 0, bFail);
} //> CSD-030314
break;
}
case RECALL_FOLLOW: // 何窍 家券
{
::InsertMagic(pCaster, pTarget, nMagic, 8, nX, nY, nX, nY, bPattern, 0, bFail);
break;
}
case FEATHER_OF_CURSE: // 付厚狼 标判
{
::InsertMagic(pCaster, pTarget, nMagic, 8, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case CURSE_OF_HELL: // 秋狼历林
{
::InsertMagic(pCaster, pTarget, nMagic, 8, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case FIRE_EXPLOSION: // 拳堪气惯
{
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case FIRE_STORM: // 颇捞绢 胶盆
case ICE_STORM:
{
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case SHADOW_OF_EVIL: // 厩狼 弊覆磊
{
if (pCaster != pTarget)
{ // 措惑磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, 0, 0, bPattern, 0, bFail);
}
else
{ // 矫傈磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic, 1, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case FREEZING: // 林困倔覆
{
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case BLITZ_SPEAR: // 锅俺芒
{
if (pCaster != pTarget)
{ // 措惑磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, 0, 0, bPattern, 0, bFail);
}
else
{ // 矫傈磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic, 1, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case LIGHTNING_CLOUD: // 傈拜 备抚
{
::InsertMagic(pCaster, pCaster, nMagic, 0, 0, 0, 0, 0, bPattern, 0, bFail);
break;
}
case FIRE_BREATH: // 拳堪 宏饭静
{
// 020707 YGI
//::InsertMagic(pCaster, pCaster, nMagic, 0, 0, 0, -370, 60, bPattern, 0, bFail);
break;
}
case ICE_BREATH: // 倔澜 宏饭静
case LIGHTNING_BREATH: // 傈拜 宏饭静
{ //< CSD-021021
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, 0, 0, bPattern, 0, bFail);
break;
} //> CSD-021021
case FLAME_PILLAR: // 拳堪 扁嫡
case FLAME_POUR: // 拳堪 气浅
{
ClearCrash();
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case OCTA_LIGHTNING:
case BLOOD_SPRINKLE:
{
::InsertMagic(pCaster, pCaster, nMagic, 8, 0, 0, 0, 0, bPattern, 0, bFail);
break;
}
case FLAME_ARROW:
{ //< CSD-031020
::InsertMagic(pCaster, pTarget, nMagic, 1, 0, 0, nX, nY, bPattern, 0, bFail);
break;
} //> CSD-031020
case AREA_BAT_ATTACK:
case AREA_PARALYSIS:
case AREA_POISON:
case AREA_CONFUSION:
case AREA_SLOW:
{ //< CSD-020707
::InsertMagic(pCaster, pCaster, nMagic, 0, 0, 0, 0, 0, bPattern, 0, bFail);
break;
} //> CSD-020707
//// 己流磊
case RESTORE_AUTHORITY: // 雀汗狼 鼻瓷
{
if (pCaster != pTarget)
{ // 措惑磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 8, 0, 0, 0, 0, bPattern, 0, bFail);
}
else
{ // 矫傈磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 0, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case PROTECT_DANGER: // 困氰栏肺何磐 焊龋
{
if (pCaster != pTarget)
{ // 措惑磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 8, pTarget->x, pTarget->y, 0, 0, bPattern, 0, bFail);
}
else
{ // 矫傈磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 0, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case BLESS: // 脚狼绵汗
{
if (pCaster != pTarget)
{ // 措惑磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 8, pTarget->x, pTarget->y, 0, 0, bPattern, 0, bFail);
}
else
{ // 矫傈磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 0, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case RECOVER_POISON: // 秦刀狼鼻瓷
{
if (pCaster != pTarget)
{ // 措惑磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 8, pTarget->x, pTarget->y, 0, 0, bPattern, 0, bFail);
}
else
{ // 矫傈磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 0, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case CURE_DISEASE:
case PERFECT_PROTECT:
case AUTHORITY_LETHY: // CSD-021015
case CANCEL_DIVINE:
case RECURRENCE_DIVINE:
case PRAY_POWER:
case MIRACLE_RECOVER:
case GREAT_SHIELD:
case GREAT_PRAY:
case AUTHORITY_SIMUNIAN:
case DIVINE_POWER:
{
if (pCaster != pTarget)
{ // 措惑磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 8, pTarget->x, pTarget->y, 0, 0, bPattern, 0, bFail);
}
else
{ // 矫傈磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 0, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case HOLY_LIGHT: // 己胶矾款 蝴
case AUTHORITY_CHARISNUMEN: // CSD-021015
{
::InsertMagic(pCaster, pTarget, nMagic + 150, 0, 0, 0, 0, 0, bPattern, 0, bFail);
break;
}
case ANTHEM:
{ //< CSD-020706
::InsertMagic(pCaster, pTarget, nMagic + 150, 8, 0, 0, 0, 0, bPattern, 0, bFail);
break;
} //> CSD-020706
case RELIEF_AUTHORITY: // 备盔狼 鼻瓷
{
if (pCaster != pTarget)
{ // 措惑磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 8, pTarget->x, pTarget->y, 0, 0, bPattern, 0, bFail);
}
else
{ // 矫傈磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 0, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case HOLY_FIRE: // 圈府 颇捞绢
{
if (pCaster != pTarget)
{ // 措惑磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 0, 0, 0, 0, 0, bPattern, 0, bFail);
}
else
{ // 矫傈磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 1, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case INFLUENCE_DIVINE: // 脚俊狼 皑拳
{
if (pCaster != pTarget)
{ // 措惑磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 8, pTarget->x, pTarget->y, 0, 0, bPattern, 0, bFail);
}
else
{ // 矫傈磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 0, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case VOICE_SOUL:
{
::InsertMagic(pCaster, pTarget, nMagic + 150, 0, 0, 0, 0, 0, bPattern, 0, bFail);
break;
}
case HOLY_RAGE:
{
::InsertMagic(pCaster, pTarget, nMagic + 150, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case APPRECIATE:
case CURSE:
case TURN_UNDEAD:
{
::InsertMagic(pCaster, pTarget, nMagic + 150, 8, 0, 0, 0, 0, bPattern, 0, bFail);
break;
}
case AUTHORITY_RECOVER_SIGHT: //矫仿雀汗狼 鼻瓷
{
if (pCaster != pTarget)
{ // 措惑磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 8, pTarget->x, pTarget->y, 0, 0, bPattern, 0, bFail);
}
else
{ // 矫傈磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 0, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case AUTHORITY_LUCK: // 例措 青款狼 鼻瓷
{
if (pCaster != pTarget)
{ // 措惑磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 8, 0, 0, 0, 0, bPattern, 0, bFail);
}
else
{ // 矫傈磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, nMagic + 150, 0, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case AUTHORITY_LOST_SIGHT: // 矫仿惑角狼 鼻瓷
{
::InsertMagic(pCaster, pTarget, nMagic + 150, 8, 0, 0, pTarget->x, pTarget->y, bPattern, 0, bFail);
break;
}
case RAGE_STONE: // 措瘤狼 盒畴
{
::InsertMagic(pCaster, pTarget, 358, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case LIFE_DRAIN: // 积疙仿 呕秒
{
::InsertMagic(pCaster, pTarget, 365, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case RAGE_BLAST: // 拳脚狼 盒畴
{
::InsertMagic(pCaster, pTarget, 364, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case RAGE_LIGHT_BALL: // 己飞狼 盒畴
{
::InsertMagic(pCaster, pTarget, 366, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
//// 带瘤绰 公扁
case THROW_ARROW:
{
pCaster->bow_Type = 0;
if (Hero != pCaster)
{
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, nX, nY, bPattern, 0, bFail);
}
//利 措惑阑 努腐窍绰衬 酒聪衬俊 蝶扼 龋免何俊辑 bPattern=0; 肚绰 bPattern=1 悸泼
break;
}
case THROW_KNIFE:
{
pCaster->bow_Type = 3;
if (Hero != pCaster)
{
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, nX, nY, bPattern, 0, bFail);
}
//利 措惑阑 努腐窍绰衬 酒聪衬俊 蝶扼 龋免何俊辑 bPattern=0; 肚绰 bPattern=1 悸泼
//::InsertMagic( scr, dcr,magic_Num, 0, 0, 0, nX, nY, bPattern);
break;
}
case PRAY: // 030415 kyo
{//眠啊 郴侩 鞘夸
if(pCaster == pTarget)
::InsertMagic(pCaster, pTarget, 372, 8, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case HOLY_CURE: // 030415 kyo
{
if (pCaster != pTarget)
{ // 措惑磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, 373, 8, pTarget->x, pTarget->y, 0, 0, bPattern, 0, bFail);
}
else
{ // 矫傈磊俊霸 付过 矫青
::InsertMagic(pCaster, pTarget, 373, 0, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case AUTHORITY_OF_ATHYAS: // 030415 kyo
{
if(pCaster == pTarget) // 030514 kyo
{
::InsertMagic(pCaster, pTarget, 389, 0, 0, 0, nX, nY, bPattern, 0, bFail);
}
break;
}
case AUTHORITY_OF_WHOARENCHA: // 030415 kyo
{
::InsertMagic(pCaster, pTarget, 390, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case SNOWSTORM: // 030415 kyo
{
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case ICE_BREATH2: // 030415 kyo
{
ClearCrash(); // 030430 kyo
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case BLOOD_LIGHTNING: // 030415 kyo
{
ClearCrash(); // 030516 kyo
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
case GAZER: // 030509 kyo
{
::InsertMagic(pCaster, pTarget, nMagic, 0, 0, 0, nX, nY, bPattern, 0, bFail);
break;
}
default:
{
return false;
}
}
return true;
}
///////////////////////////////////////////////////////////////////////////////
// Private Method
///////////////////////////////////////////////////////////////////////////////
bool CMagicSys::IsContinue(int nMagic) const
{
switch (g_lpMT[nMagic].magic_Type/10)
{
case 2: // 焊龋 付过牢 版快
case 3: // 焊炼 付过牢 版快
{
return true;
}
}
return false;
}
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