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📄 playscn.pas

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            meff.Light := 2;
          end;
          27: begin //群体治疗术
            meff := TMagicEff.Create (magid, effnum, scx, scy, sctx, scty, mtype, Recusion, anitime);
            meff.MagExplosionBase := 1800;
            meff.TargetActor := nil; //target;
            meff.NextFrameTime := 80;
            meff.ExplosionFrame := 10;
            meff.Light := 3;
          end;
          30: begin //圣言术
            meff := TMagicEff.Create (magid, effnum, scx, scy, sctx, scty, mtype, Recusion, anitime);
            meff.MagExplosionBase := 3930;
            meff.TargetActor := target;
            meff.NextFrameTime := 80;
            meff.ExplosionFrame := 16;
            meff.Light := 3;
          end;
          31: begin //冰咆哮
            meff := TMagicEff.Create (magid, effnum, scx, scy, sctx, scty, mtype, Recusion, anitime);
            meff.MagExplosionBase := 3850;
            meff.TargetActor := nil; //target;
            meff.NextFrameTime := 80;
            meff.ExplosionFrame := 20;
            meff.Light := 3;
          end;
          34: begin //灭天火
            meff := TMagicEff.Create (magid, effnum, scx, scy, sctx, scty, mtype, Recusion, anitime);
            meff.MagExplosionBase := 140;
            meff.TargetActor := target; //target;
            meff.NextFrameTime := 80;
            meff.ExplosionFrame := 20;
            meff.Light := 3;
            if wimg <> nil then
              meff.ImgLib:=wimg;
          end;
          40: begin // 净化术
            meff := TMagicEff.Create (magid, effnum, scx, scy, sctx, scty, mtype, Recusion, anitime);
            meff.MagExplosionBase := 620;
            meff.TargetActor := nil; //target;
            meff.NextFrameTime := 100;
            meff.ExplosionFrame := 20;
            meff.Light := 3;
            if wimg <> nil then
              meff.ImgLib:=wimg;
          end;
          45: begin //火龙气焰
            meff := TMagicEff.Create (magid, effnum, scx, scy, sctx, scty, mtype, Recusion, anitime);
            meff.MagExplosionBase := 920;
            meff.TargetActor := nil; //target;
            meff.NextFrameTime := 100;
            meff.ExplosionFrame := 20;
            meff.Light := 3;
            if wimg <> nil then
              meff.ImgLib:=wimg;
          end;
          47: begin //飓风破
            meff := TMagicEff.Create (magid, effnum, scx, scy, sctx, scty, mtype, Recusion, anitime);
            meff.MagExplosionBase := 1010;
            meff.TargetActor := nil; //target;
            meff.NextFrameTime := 100;
            meff.ExplosionFrame := 20;
            meff.Light := 3;
            if wimg <> nil then
              meff.ImgLib:=wimg;
          end;
          48: begin //血咒
            meff := TMagicEff.Create (magid, effnum, scx, scy, sctx, scty, mtype, Recusion, anitime);
            meff.MagExplosionBase := 1060;
            meff.TargetActor := nil; //target;
            meff.NextFrameTime := 50;
            meff.ExplosionFrame := 40;
            meff.Light := 3;
            if wimg <> nil then
              meff.ImgLib:=wimg;
          end;
          49: begin //骷髅咒
            meff := TMagicEff.Create (magid, effnum, scx, scy, sctx, scty, mtype, Recusion, anitime);
            meff.MagExplosionBase := 1110;
            meff.TargetActor := nil; //target;
            meff.NextFrameTime := 100;
            meff.ExplosionFrame := 10;
            meff.Light := 3;
            if wimg <> nil then
              meff.ImgLib:=wimg;
          end;
          else begin //默认
            meff := TMagicEff.Create (magid, effnum, scx, scy, sctx, scty, mtype, Recusion, anitime);
            meff.TargetActor := target;
            meff.NextFrameTime := 80;
         end;
      end;
      mtFireWind:
         meff := nil;  //瓤苞 绝澜
      mtFireGun: //拳堪规荤
         meff := TFireGunEffect.Create (930, scx, scy, sctx, scty);
      mtThunder: begin
        //meff := TThuderEffect.Create (950, sctx, scty, nil); //target);
        meff := TThuderEffect.Create (10, sctx, scty, nil); //target);
        meff.ExplosionFrame := 6;
        meff.ImgLib := g_WMagic2Images;
      end;
      mtLightingThunder:
         meff := TLightingThunder.Create (970, scx, scy, sctx, scty, target);
      mtExploBujauk: begin
        case magnumb of
          10: begin  //
            meff := TExploBujaukEffect.Create (1160, scx, scy, sctx, scty, target);
            meff.MagExplosionBase := 1360;
          end;
          17: begin  //
            meff := TExploBujaukEffect.Create (1160, scx, scy, sctx, scty, target);
            meff.MagExplosionBase := 1540;
          end;
        end;
        bofly := TRUE;
      end;
      mtBujaukGroundEffect: begin
        meff := TBujaukGroundEffect.Create (1160, magnumb, scx, scy, sctx, scty);
        case magnumb of
          11: meff.ExplosionFrame := 16; //
          12: meff.ExplosionFrame := 16; //
          46: meff.ExplosionFrame := 24;
        end;
        bofly := TRUE;
      end;
      mtKyulKai: begin
        meff := nil; //TKyulKai.Create (1380, scx, scy, sctx, scty);
      end;
      mt12: begin

      end;
      mt13: begin
        meff := TMagicEff.Create (magid, effnum, scx, scy, sctx, scty, mtype, Recusion, anitime);
        if meff <> nil then begin
          case magnumb of
            32: begin
              meff.ImgLib := FrmMain.WMon21Img;
              meff.MagExplosionBase:=3580;
              meff.TargetActor := target;
              meff.Light := 3;
              meff.NextFrameTime := 20;
            end;
            37: begin
              meff.ImgLib := FrmMain.WMon22Img;
              meff.MagExplosionBase:=3520;
              meff.TargetActor := target;
              meff.Light := 5;
              meff.NextFrameTime := 20;
            end;
          end;
        end;
      end;
      mt14: begin
        meff := TThuderEffect.Create (140, sctx, scty, nil); //target);
        meff.ExplosionFrame := 10;
        meff.ImgLib := g_WMagic2Images;
      end;
      mt15: begin
        meff := TFlyingBug.Create (magid, effnum, scx, scy, sctx, scty, mtype, Recusion, anitime);
        meff.TargetActor := target;
        bofly:=True;
      end;
      mt16: begin

      end;
   end;
   if (meff = nil) then exit;


   meff.TargetRx := tx;
   meff.TargetRy := ty;
   if meff.TargetActor <> nil then begin
      meff.TargetRx := TActor(meff.TargetActor).m_nCurrX;
      meff.TargetRy := TActor(meff.TargetActor).m_nCurrY;
   end;
   meff.MagOwner := aowner;
   m_EffectList.Add (meff);
end;

procedure TPlayScene.DelMagic (magid: integer);
var
   i: integer;
begin
   for i:=0 to m_EffectList.Count-1 do begin
      if TMagicEff(m_EffectList[i]).ServerMagicId = magid then begin
         TMagicEff(m_EffectList[i]).Free;
         m_EffectList.Delete (i);
         break;
      end;
   end;
end;

//cx, cy, tx, ty : 甘狼 谅钎
function  TPlayScene.NewFlyObject (aowner: TActor; cx, cy, tx, ty, targetcode: integer;  mtype: TMagicType): TMagicEff;
var
   i, scx, scy, sctx, scty: integer;
   meff: TMagicEff;
begin
   ScreenXYfromMCXY (cx, cy, scx, scy);
   ScreenXYfromMCXY (tx, ty, sctx, scty);
   case mtype of
      mtFlyArrow: meff := TFlyingArrow.Create (1, 1, scx, scy, sctx, scty, mtype, TRUE, 0);
      mt12: meff := TFlyingFireBall.Create (1, 1, scx, scy, sctx, scty, mtype, TRUE, 0);
      mt15: meff := TFlyingBug.Create (1, 1, scx, scy, sctx, scty, mtype, TRUE, 0);
      else meff := TFlyingAxe.Create (1, 1, scx, scy, sctx, scty, mtype, TRUE, 0);
   end;
   meff.TargetRx := tx;
   meff.TargetRy := ty;
   meff.TargetActor := FindActor (targetcode);
   meff.MagOwner := aowner;
   m_FlyList.Add (meff);
   Result := meff;
end;

//傈扁筋绰 粱厚狼 付过贸烦 辨霸 唱啊绰 付过
//effnum: 阿 锅龋付促 Base啊 促 促福促.
{function  NewStaticMagic (aowner: TActor; tx, ty, targetcode, effnum: integer);
var
   i, scx, scy, sctx, scty, effbase: integer;
   meff: TMagicEff;
begin
   ScreenXYfromMCXY (cx, cy, scx, scy);
   ScreenXYfromMCXY (tx, ty, sctx, scty);
   case effnum of
      1: effbase := 340;   //粱厚狼 扼捞飘醋狼 矫累 困摹
      else exit;
   end;

   meff := TLightingEffect.Create (effbase, 1, 1, scx, scy, sctx, scty, mtype, TRUE, 0);
   meff.TargetRx := tx;
   meff.TargetRy := ty;
   meff.TargetActor := FindActor (targetcode);
   meff.MagOwner := aowner;
   FlyList.Add (meff);
   Result := meff;
end;  }

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

//甘 谅钎拌肺 伎 吝居狼 胶农赴 谅钎甫 掘绢晨
{procedure TPlayScene.ScreenXYfromMCXY (cx, cy: integer; var sx, sy: integer);
begin
   if Myself = nil then exit;
   sx := -UNITX*2 - Myself.ShiftX + AAX + 14 + (cx - Map.ClientRect.Left) * UNITX + UNITX div 2;
   sy := -UNITY*3 - Myself.ShiftY + (cy - Map.ClientRect.Top) * UNITY + UNITY div 2;
end; }

procedure TPlayScene.ScreenXYfromMCXY (cx, cy: integer; var sx, sy: integer);
begin
   if g_MySelf = nil then exit;
{$IF SWH = SWH800}
     sx := (cx-g_MySelf.m_nRx)*UNITX + 364 + UNITX div 2 - g_MySelf.m_nShiftX;
     sy := (cy-g_MySelf.m_nRy)*UNITY + 192 + UNITY div 2 - g_MySelf.m_nShiftY;
{$ELSEIF SWH = SWH1024}
     sx := (cx-g_MySelf.m_nRx)*UNITX + 485{364} + UNITX div 2 - g_MySelf.m_nShiftX;
     sy := (cy-g_MySelf.m_nRy)*UNITY + 270{192} + UNITY div 2 - g_MySelf.m_nShiftY;
{$IFEND}
end;

//屏幕座标 mx, my转换成ccx, ccy地图座标
procedure TPlayScene.CXYfromMouseXY (mx, my: integer; var ccx, ccy: integer);
begin
   if g_MySelf = nil then exit;
{$IF SWH = SWH800}
   ccx := Round((mx - 364 + g_MySelf.m_nShiftX - UNITX) / UNITX) + g_MySelf.m_nRx;
   ccy := Round((my - 192 + g_MySelf.m_nShiftY - UNITY) / UNITY) + g_MySelf.m_nRy;
{$ELSEIF SWH = SWH1024}
   ccx := Round((mx - 485{364}  + g_MySelf.m_nShiftX - UNITX) / UNITX) + g_MySelf.m_nRx;
   ccy := Round((my - 270{192} + g_MySelf.m_nShiftY - UNITY) / UNITY) + g_MySelf.m_nRy;
{$IFEND}
end;

//拳搁谅钎肺 某腐磐, 侨伎 窜困肺 急琶..
function  TPlayScene.GetCharacter (x, y, wantsel: integer; var nowsel: integer; liveonly: Boolean): TActor;
var
   k, i, ccx, ccy, dx, dy: integer;
   a: TActor;
begin
   Result := nil;
   nowsel := -1;
   CXYfromMouseXY (x, y, ccx, ccy);
   for k:=ccy+8 downto ccy-1 do begin
      for i:=m_ActorList.Count-1 downto 0 do
         if TActor(m_ActorList[i]) <> g_MySelf then begin
            a := TActor(m_ActorList[i]);
            if (not liveonly or not a.m_boDeath) and (a.m_boHoldPlace) and (a.m_boVisible) then begin
               if a.m_nCurrY = k then begin
                  //歹 承篮 裹困肺 急琶登霸
                  dx := (a.m_nRx-Map.m_ClientRect.Left)*UNITX + m_nDefXX + a.m_nPx + a.m_nShiftX;
                  dy := (a.m_nRy-Map.m_ClientRect.Top-1)*UNITY + m_nDefYY + a.m_nPy + a.m_nShiftY;
                  if a.CheckSelect (x-dx, y-dy) then begin
                     Result := a;
                     Inc (nowsel);
                     if nowsel >= wantsel then
                        exit;
                  end;
               end;
            end;
         end;
   end;
end;

//取得鼠标所指坐标的角色
function  TPlayScene.GetAttackFocusCharacter (x, y, wantsel: integer; var nowsel: integer; liveonly: Boolean): TActor;
var
   k, i, ccx, ccy, dx, dy, centx, centy: integer;
   a: TActor;
begin
   Result := GetCharacter (x, y, wantsel, nowsel, liveonly);
   if Result = nil then begin
      nowsel := -1;
      CXYfromMouseXY (x, y, ccx, ccy);
      for k:=ccy+8 downto ccy-1 do begin
         for i:=m_ActorList.Count-1 downto 0 do
            if TActor(m_ActorList[i]) <> g_MySelf then begin
               a := TActor(m_ActorList[i]);
               if (not liveonly or not a.m_boDeath) and (a.m_boHoldPlace) and (a.m_boVisible) then begin
                  if a.m_nCurrY = k then begin
                     //
                     dx := (a.m_nRx-Map.m_ClientRect.Left)*UNITX + m_nDefXX + a.m_nPx + a.m_nShiftX;
                     dy := (a.m_nRy-Map.m_ClientRect.Top-1)*UNITY+ m_nDefYY + a.m_nPy + a.m_nShiftY;
                     if a.CharWidth > 40 then centx := (a.CharWidth - 40) div 2
                     else centx := 0;
                     if a.CharHeight > 70 then centy := (a.CharHeight - 70) div 2
                     else centy := 0;
                     if (x-dx >= centx) and (x-dx <= a.CharWidth-centx) and (y-dy >= centy) and (y-dy <= a.CharHeight-centy) then begin
                        Result := a;
                        Inc (nowsel);
                        if nowsel >= wantsel then
                           exit;
                     end;
                  end;
               end;
            end;
      end;
   end;
end;

function  TPlayScene.IsSelectMyself (x, y: integer): Boolean;
var
  k, i, ccx, ccy, dx, dy: integer;
begin
  Result := FALSE;
  CXYfromMouseXY (x, y, ccx, ccy);
  for k:=ccy+2 downto ccy-1 do begin
    if g_MySelf.m_nCurrY = k then begin
      //歹 承篮 裹困肺 急琶登霸
      dx:=(g_MySelf.m_nRx - Map.m_ClientRect.Left) * UNITX + m_nDefXX + g_MySelf.m_nPx + g_MySelf.m_nShiftX;
      dy:=(g_MySelf.m_nRy - Map.m_ClientRect.Top - 1) * UNITY + m_nDefYY + g_MySelf.m_nPy + g_MySelf.m_nShiftY;
      if g_MySelf.CheckSelect (x-dx, y-dy) then begin
        Result := TRUE;
        exit;
      end;
    end;
  end;
end;
//取得指定座标地面物品
// x,y 为屏幕座标
function  TPlayScene.GetDropItems (x, y: integer; var inames: string): PTDropItem; //拳搁谅钎肺 酒捞袍
var
  k, i, ccx, ccy, ssx, ssy, dx, dy: integer;
  DropItem:PTDropItem;
  s: TDirectDrawSurface;
  c: byte;
begin
  Result := nil;
  CXYfr

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