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?? char.cpp

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字號:
	int ac2		= ch->accessory[2];
	int ac3		= ch->accessory[3];
	int ac4		= GetItemAttr2( ch->sprno, ch->mantle, ITEMSHOW );
	
	ch->sp		= &CharSpr[ sprno ].sp[ dir][ sprc];
	
	x = ch->x;
	y = ch->y;
	
#ifdef _DEBUG
	////////////////////  1206 test blood ///////////////////////
	if(SysInfo.notconectserver)
	{
		if( ch->nCurrentAction == ACTION_DIE && ch->dieani != 0 )
			PutDeadEffectBottom(ch);
		
		HprintBold( x - Mapx, y - Mapy, RGB( 0xff, 0xff, 0xff ), 0, "xl:%d  yl:%d", ch->sp->xl, ch->sp->yl );
	}
	else
#endif
	{
		if( (ch->blood_Set == true || ch->dieani!=0 ) && ch->nCurrentAction==ACTION_DIE )
			PutDeadEffectBottom(ch);
	}
	
	if (shadow == 0)
	{
		switch (ch->viewtype)
		{
		case VIEWTYPE_NORMAL_:
		case VIEWTYPE_CONFUSION_:
		case VIEWTYPE_POISON_:
		case VIEWTYPE_STONE_:
		case VIEWTYPE_SLOW_:
		case VIEWTYPE_FROZEN_:
		case VIEWTYPE_CURSE_:
			{
				PutCompressedImageShadow(x - Mapx - 1,y - Mapy - 3, ch->sp);
				return;
			}
		}
	}
	
	CharacterSprite *cas = CharAccessorySpr[sprno];
	ch->sp0		= &(cas+ac0)->sp[ dir][ sprc];
	ch->sp1		= &(cas+ac1)->sp[ dir][ sprc];
	ch->sp2		= &(cas+ac2)->sp[ dir][ sprc];
	ch->sp3		= &(cas+ac3)->sp[ dir][ sprc];
	ch->sp4		= &(cas+ac4)->sp[ dir][ sprc];
	
	//----------------
	int sx, sy, ex, ey;
	int tsx, tsy, tex, tey;
	int h = ch->height;
	sx = x - ch->sp->ox;		 sy = y - ch->sp->oy - h; 
	ex = sx +  ch->sp->xl;		 ey = sy + ch->sp->yl;
	
	tsx = x - ch->sp0->ox;		tsy = y - ch->sp0->oy - h; 
	tex = sx +  ch->sp0->xl;	tey = sy + ch->sp0->yl;
	if( tsx < sx ) sx = tsx;	if( tsy < sy ) sy = tsy;
	if( tex > ex ) ex = tex;	if( tey > ey ) ey = tey;
	
	tsx = x - ch->sp1->ox;		tsy = y - ch->sp1->oy - h; 
	tex = sx +  ch->sp1->xl;	tey = sy + ch->sp1->yl;
	if( tsx < sx ) sx = tsx;	if( tsy < sy ) sy = tsy;
	if( tex > ex ) ex = tex;	if( tey > ey ) ey = tey;
	
	tsx = x - ch->sp2->ox;		tsy = y - ch->sp2->oy - h; 
	tex = sx +  ch->sp2->xl;	tey = sy + ch->sp2->yl;
	if( tsx < sx ) sx = tsx;	if( tsy < sy ) sy = tsy;
	if( tex > ex ) ex = tex;	if( tey > ey ) ey = tey;
	
	tsx = x - ch->sp3->ox;		tsy = y - ch->sp3->oy - h; 
	tex = sx +  ch->sp3->xl;	tey = sy + ch->sp3->yl;
	if( tsx < sx ) sx = tsx;	if( tsy < sy ) sy = tsy;
	if( tex > ex ) ex = tex;	if( tey > ey ) ey = tey;
	//----------
	
	x -= Mapx;	
	y -= Mapy;
	y -= ch->height;
	
	switch (sprno)
	{	//< CSD-031024
	case 0:	
		{
			switch (ac2) // 咯磊..
			{	
			case 78:
			case 79: 
			case 162:
			case 172: spriteorder = SpriteOrder[sprno + 2][dir][sprc]; break;
			default:  spriteorder = SpriteOrder[sprno][dir][sprc]; break;
			}	
			
			break;
		}
	case 1:
		{
			switch (ac2) // 巢磊..
			{	
			case 80: 
			case 81: 
			case 162:
			case 172: spriteorder = SpriteOrder[sprno + 2][dir][sprc]; break;
			default:  spriteorder = SpriteOrder[sprno][dir][sprc]; break;
			}
		
			break;
		}
	}	//> CSD-031024
	
	static int sr= 120,sg = 255, sb= 205;
	static int er= 220,eg = 255, eb= 145;
	
#define SPEED__  10
	
	static int COLO__ =  10;
	
	if( ch == g_GameInfo.lpcharacter && (ch->viewtype != VIEWTYPE_GHOST_ && ch->viewtype != VIEWTYPE_TRANSPARENCY_) )
	{
		static int ro, rr = sr;
		static int go, gg = sg;
		static int bo, bb = sb;
		
		static int ao, aa = 10;
		
		if( ao )	{ aa++; if( aa >  8 )	{ ao = !ao; }}
		else		{ aa--; if( aa <  7  )	{ ao = !ao; }}
		
		COLO__ = aa;
		
		//		if( ro )	{ rr+=(( er-sr) * SPEED__ / 100); if( rr > er )	{ ro = !ro; }}
		//		else		{ rr-=(( er-sr) * SPEED__ / 100); if( rr < sr )	{ ro = !ro; }}
		
		if( ro )	{ rr+=(( er-sr) * SPEED__ / 100); if( rr > er )	{ ro = !ro; }}
		else		{ rr-=(( er-sr) * SPEED__ / 100); if( rr < sr )	{ ro = !ro; }}
		if( go )	{ gg+=(( eg-sg) * SPEED__ / 100); if( gg > eg )	{ go = !go; }}
		else		{ gg-=(( eg-sg) * SPEED__ / 100); if( gg < sg )	{ go = !go; }}
		if( bo )	{ bb+=(( eb-sb) * SPEED__ / 100); if( bb > eb )	{ bo = !bo; }}
		else		{ bb-=(( eb-sb) * SPEED__ / 100); if( bb < sb )	{ bo = !bo; }} 
	}	
	
	switch (ch->viewtype)
	{	//< CSD-040331	
	case VIEWTYPE_NORMAL_:
		{
			if( ch == g_GameInfo.lpcharacter )
			{
				if( ch == Hero ) 
				{
					PutCharacterGreen( spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4 );
				}
				else
				{
					PutCharacterRed( spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4 );
				}
			}
			else 
			{
				PutCharacter( spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4 );
			}

			break;
		}
	case VIEWTYPE_CONFUSION_:	
		{
			PutCharacterConfusion(spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4 );
			break;
		}
	case VIEWTYPE_POISON_:		
		{ 
			PutCharacterPoison(spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4 );
			break;
		}
	case VIEWTYPE_STONE_:		
		{
			PutCharacterStone(spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4 );
			break;
		}
	case VIEWTYPE_SLOW_:		
		{
			PutCharacterSlow(spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4 );
			break;
		}
	case VIEWTYPE_FROZEN_:	
		{
			PutCharacterFrozen(spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4 );
			break;
		}
	case VIEWTYPE_CURSE_:		
		{
			PutCharacterCurse(spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4 );
			break;
		}
	case VIEWTYPE_TRANSPARENCY_ :
		{
			PutCharacterTransparency ( spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4 );	
			break;
		}	
	case VIEWTYPE_CAMELEON_:
		{
			if( ch == Hero || ch->canview )
			{
				PutCharacter( spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4 );
				PutCompressedImageVoid( x+Random(6)-3,y+Random(6)-3, ch->sp );
				PutCompressedImageVoid( x+Random(6)-3,y+Random(6)-3, ch->sp );
				PutCompressedImageVoid( x+Random(6)-3,y+Random(6)-3, ch->sp );
				PutCompressedImageVoid( x+Random(6)-3,y+Random(6)-3, ch->sp );
				PutCompressedImageVoid( x+Random(6)-3,y+Random(6)-3, ch->sp );
			}
			else
			{
				PutCompressedImageVoid( x,y, ch->sp );
				if( ac0 ) PutCompressedImageVoid( x,y, ch->sp0 );
				if( ac2 ) PutCompressedImageVoid( x, y, ch->sp2 );
			}

			break;
		}
	case VIEWTYPE_TREE_:
		{
			if( ch == Hero || Hero->canview )
			{
				PutCharacterTree( spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4 );
			}

			break;
		}
	case VIEWTYPE_GHOST_:
		{
			if( !IsHidenGhost( ch ) && ( CanViewGhost(Hero) || Hero->viewtype == VIEWTYPE_GHOST_ ) ) //020320 lsw
			{
				PutCharacterGhost( spriteorder, ch, cas, x, y, dir, sprc, ac0, ac1, ac2, ac3, ac4 );
			}

			break;
		}
	}	//> CSD-040331	
	
	if( !tool_DrawFrontMap )
	{
		int i,j;
		
		ex += (TILE_SIZE + 1 ); ey += (TILE_SIZE + 1 );
		ex += ((ex-sx)/2);
		sx	/= TILE_SIZE;		sy	/= TILE_SIZE;
		ex	/= TILE_SIZE;		ey	/= TILE_SIZE;
		
		if( sx < 0 ) sx = 0;
		if( sy < 0 ) sy = 0;
		if( ex >= g_Map.file.wWidth  ) ex = g_Map.file.wWidth;
		if( ey >= g_Map.file.wHeight ) ey = g_Map.file.wHeight;
		
		
		y +=Mapy;
		
		
		for( i = sx ; i < ex ; i ++ )
			for( j = sy ; j < ey ; j ++ )
			{	
				int front = TileMap[ i][ j].front;
				if(  front )
					if(  (int )TileMap[ i][ j].frontoffset * TILE_SIZE >= y )
					{ 
						if( Sou[ front].xl == -1 )		PutTile( i*TILE_SIZE - Mapx,  j*TILE_SIZE - Mapy,  Sou[front].img, g_DestBackBuf );
						else							PutCompressedImage(  i*TILE_SIZE - Mapx,  j*TILE_SIZE - Mapy,  &Sou[ front] );
					}
			}		
			
			y -=Mapy;
	}
	
	if( ch->viewtype != VIEWTYPE_TRANSPARENCY_) // 捧疙牢埃付過籃 努腐籃 登瘤父 農(nóng)腐瞪錠 滴伯霸 焊撈綽巴籃 救茄促. 
		if( ch == g_GameInfo.lpcharacter )
		{		
			if( ch->viewtype == VIEWTYPE_GHOST_ )		y -= ch->ghostani;
			
			
			
			PutCompressedImageFX( x, y, ch->sp, COLO__/2, 2 );
			
			if( ac0 )  // 癌渴..
			{	
				PutCompressedImageFX( x, y, ch->sp0, COLO__/2, 2 );
			}	
			if( ac1 != 1 )
				if( ac1 )
				{	
					PutCompressedImageFX( x, y, ch->sp1, COLO__/2, 2 );
				}	
				if( ac2 && ch->peacests )
				{	
					PutCompressedImageFX( x, y, ch->sp2, COLO__/2, 2 );
				}	
				if( ac3 && ch->peacests )
				{	
					PutCompressedImageFX( x, y, ch->sp3, COLO__/2, 2 );
				}	
		}		
		
		/////////////////////////////////////////////////////////////////////////
		
#ifdef _DEBUG
		if( CheckEquipmentFlag == FALSE ) return;
		{
			PutCompressedImage( x+ 100,y, &CharSpr[sprno].sp[ dir ][ sprc]);
			if( ac0 )  // 癌渴..
			{		
				PutCompressedImage( x+150,y - 50, &CharAccessorySpr[sprno][ 100].sp[ dir ][ sprc]);
				PutCompressedImage( x+150,y , &(cas+ ac0  )->sp[ dir ][ sprc]);//,  (15<<11) | (0<<6) | ( 0 ));
				PutCompressedImage( x+150,y + 50, &(cas+ ac0+1)->sp[ dir ][ sprc]);
			}		
			if( ac1 != 1 )
				if( ac1 )
				{
					PutCompressedImage( x+200,y, &(cas+ac1)->sp[ dir ][ sprc]);  // 捧備..
				}
				PutWeapon(ch, x + 250, y); // CSD-031014
				if( ac3 ) PutCompressedImage( x+300,y, &(cas+ac3)->sp[dir][sprc]);  // 規(guī)菩..
				if( ac4 ) PutCompressedImage( x+300,y, &(cas+ac4)->sp[dir][sprc]);  // 噶肚..
		}
#endif
}			

void h_DisplayPC2( LPCHARACTER ch )
{	
	return;	// 010220 KHS
	
	int x = ch->x - Mapx;
	int y = ch->y - Mapy - ch->height;
	if( ch->sprno > 1 ) return;
	if( ch->viewtype != VIEWTYPE_NORMAL_ ) return;
	
	// 010103 KHS 唱俊霸輯 鋼府樂瀾 扒拱第俊 啊妨廉 捧康登綽 何盒闌 弊府瘤 臼綽促. ( 努扼撈攫飄彌利拳 )
	if( ch != Hero ) 
	{
		if( ( ch->x - Hero->x ) * ( ch->x - Hero->x ) + ( ch->y - Hero->y ) * ( ch->y - Hero->y ) > 20000 ) return;
	}
	
	PutCompressedImageFX( x,y, ch->sp, 8, 6 );
	if( ch->sp0 )PutCompressedImageFX( x,y, ch->sp0, 8, 6 );
	if( ch->sp1 )PutCompressedImageFX( x,y, ch->sp1, 8, 6 );
	if( ch->sp2 && ch->peacests )PutCompressedImageFX( x,y, ch->sp2, 8, 6 );
	if( ch->sp3 && ch->peacests )PutCompressedImageFX( x,y, ch->sp3, 8, 6 );
	
#ifdef _DEBUG
	if( GetSysInfo( SI_GAME_MAKE_MODE ) ){Line( x-5, y+ch->height, x+5, y+ch->height, 0xffff );Line( x, y-5+ch->height, x, y+5+ch->height, 0xffff );}
#endif
	
	return;
}	


// 010925 LTS _________________________________________________________________
void DrawNGuardStone(int AliveType,LPCHARACTER ch,int x,int y)		// 010924 LTS		// 011015 LTS
{
	Spr *sp;
	const char NGuardStoneAni[6][60]={  
		{ 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2 },		// 乞惑矯 
		{ 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15 },                 // 氣頗矯 0 ~ 06 橇飯烙 (第)
		{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 3, 4, 5, 6, 6, 7, 7, 8, 8, 8, 9, 9, 9,10,10,10,11,11,11,12,12,12,13,13,13,14,14,14,-1,-1,-1,-1 },                 //        7 ~ 18 橇飯烙(吝埃)
		{16,16,16,16,17,17,17,17,18,18,18,18,19,19,19,19,20,20,20,20,21,21,21,21,22,22,22,22,23,24,24,25,25,26,26,27,27,28,28,29,29,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 },                 //        0 ~ 13 橇飯烙 (菊)
		{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30 },                //       14 ~ 19 橇飯烙 (菊)    
		{15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15 } };
		
		
		if (AliveType)
		{
			if (ch->sealstoneani<0||ch->sealstoneani>59) ch->sealstoneani=0;
			
			sp = &CharSpr[ ch->sprno ].sp[0][NGuardStoneAni[0][ch->sealstoneani]];  
			PutCompressedImageShadow( x,y-5, sp);	
			PutCompressedImage( x,y, sp );                //竄鑒灑 靛肺雷 器牢飄甫 備茄促...
			
			ch->sealstoneani++;
		}
		else
		{
			if (ch->GuardStoneAni==1)	// 磷菌促絆 菩哦闌 罐闌錠 技潑..
			{
				if (ch->SetAni2Zero==1) 
				{
					ch->sealstoneani=0;
					ch->SetAni2Zero=0;
					
					int distx=ch->x-Hero->x;		// LTS SOUND
					int disty=ch->y-Hero->y;
					
					PlayListAutoSounds(261,distx,disty,0);	// LTS SOUND
				}
				if (ch->sealstoneani<60)
				{
					if (NGuardStoneAni[1][ch->sealstoneani]>0)
					{
						sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[1][ch->sealstoneani]];	//第
						PutCompressedImage( x,y, sp );
					}
					if (NGuardStoneAni[2][ch->sealstoneani]>0)
					{
						sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[2][ch->sealstoneani]];	//第
						PutCompressedImage( x,y, sp );
					}
					if (NGuardStoneAni[3][ch->sealstoneani]>0)
					{
						sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[3][ch->sealstoneani]];	//吝埃
						PutCompressedImageFX( x,y, sp,5,2);
					}
					if (NGuardStoneAni[4][ch->sealstoneani]>0)
					{
						sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[4][ch->sealstoneani]];	//菊撈促..
						PutCompressedImageFX( x,y, sp,5,2);
					}
					ch->sealstoneani++; 
				}
				else					// 俊聰皋撈記 風橇甫 倒疽促擱
				{
					sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[5][0]];	//磷菌促..
					PutCompressedImage( x,y, sp );
				}
			}
			else						// 矯具俊 絕菌帶 仇撈擱... 弊成 
			{
				sp = &CharSpr[ ch->sprno ].sp[ 0 ][NGuardStoneAni[5][0]];
				PutCompressedImage( x,y, sp );
			}
		}
}

void DrawBGuardStone(int AliveType,LPCHARACTER ch,int x,int y)		// 010924 LTS	// 011015 LTS
{
	Spr *sp;
	const char NGuardStoneAni[6][87]={  
		{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },		// 乞惑矯 (第)
		{ 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2 },		// 乞惑矯 (菊)
		{ 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9,10,10,10,11,11,11,12,12,12,13,13,13,14,14,14,15,15,15,16,16,16,17,17,17,18,19,20,21,21,22,22,23,23,24,24,25,25,25,26,26,26,27,27,27,28,28,28,29,29,29,30,30,30,31,31,31,32,32,32,33,33,33,34,34,34,35,35,35,-1 },		// 頗鮑矯 (第)
		{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36 },		// 頗鮑矯(吝埃)
		{-1,-1,-1,37,37,37,38,38,38,39,39,39,40,40,40,41,41,41,42,42,42,43,43,43,44,44,44,45,45,45,46,46,46,47,47,47,48,48,48,49,49,49,50,51,52,53,53,54,54,55,55,56,56,57,57,57,58,58,58,59,59,59,60,60,60,61,61,61,62,62,62,63,63,63,64,64,64,65,65,65,66,66,66,67,67,67,68 },        // 頗鮑矯 (菊)

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